Techniques are all the non-magic combat skills that the characters can use. These give an additional option in battle at the expense of Technique Points.
You gain additional Technique points as you level up. You begin with 2 technique points then at level 5 you gain an additional point. This continues to grant you an additional point at level 10 and 15.
Sword:
Stun Slash
When you hit another creature with a melee weapon Attack, you can spend 1 technique point to attempt a Stunning Slash. The target must succeed on a Constitution saving throw or be Stunned until the end of its next turn.
Double Slash - When you hit another creature with a melee weapon Attack, you can spend 1 technique point to roll an additional damage die.
Swallow Swing - An anti-air attack using the sword to cut air waves and send them at enemies. As part of the action to make this attack you can target a creature in the air up to 60 ft away from you and when you hit another creature with the melee weapon Attack, you can spend 1 technique point to roll an additional 1d4 damage. Any flying creature has disadvantage on it's concentration save to stay in the air.
Elemental Thrust- An attack that imbues your weapon with an element from the following choices: Lightning, Fire, Ice, or Water. When you hit another creature with a melee weapon attack, you can spend 1 technique point to roll an additional 1d6 damage of the chosen type.
Bow:
Quick Draw - An attack that strikes with lightning speed. When you hit another creature with a ranged weapon attack, you can spend 1 technique point to make an additional attack roll as a bonus action.
Sharp Shot- An attack with remarkable accuracy. When you attack another creature with a ranged weapon attack, you can spend 1 technique point to make your attack with advantage and your critical range is increased to 19 - 20.
Trick Shot- An attack that ricochets to hit more enemies. When you hit another creature with a ranged weapon attack, you can spend 1 technique point to make your projectile hit an additional enemy within 5 ft of the original target dealing an additional 1d6 damage of that type.
Stun Shot - When you hit another creature with a ranged weapon Attack, you can spend 1 technique to attempt a Stunning Shot. The target must succeed on a Constitution saving throw or be Stunned until the end of its next turn.
Fist:
Air Throw - When you hit another creature with an unarmed strike, you can spend 1 technique to attempt an Air Throw. The target must succeed on a Dexterity saving throw or be Stunned until the end of its next turn.
Chop- When you hit another creature with an unarmed strike, you can spend 1 technique to attempt a Chop. The target must succeed on a Dexterity saving throw or be blind until the end of its next turn.
Back Fist - When you hit another creature with an unarmed strike, you can spend 1 technique to do a Backfist and the target takes an additional damage die.
Rolling Cradle - When you make a successful attack on a creature, you can use an action to expend 1 technique point to throw them. On a hit if the target is Large or smaller it must make a Constitution saving throw. On a failed save, you can choose to have you and the target is thrown to a location no more than 15 ft from it's original position and is stunned until the end of its next turn. On a successful save nothing happens.
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