Grazing Clout, Split Shot, Suppressing FireĬrushing Blow, Finisher, Grazing Clout, Paired Weaponīleeder, Entangle, Thrash, Whirling Rebuff Finisher, Shattering Clobberīleeder, Pinning Shot, Split Shot, Suppressing Fire Lunge, Shattering Clobber, Whirling RebuffĬleave, Crippling Cut, Finisher, Whirling RebuffĪbwenden, Bleeder, Crippling Cut, Iaijutsu Shattering ClobberĬlose Quarters, Finisher, Paired Weapon, Pinning Shot Pinning Shot, Split Shot, Suppressing FireĪbwenden, Cleave, Crippling Cut, Iaijutsu, Piercing Strikeįinisher, Grazing Clout. Ki-Fueled Superiority, Roguish Superiority, Raging Superiority Martial Weapons Proficiency, +1 Weapon TechniqueĮxtra Attack (2, 3), +2 Combat Stances (if applicable)Ībility Score Improvement, +1 Weapon Technique (if applicable) Summary and Tables New and Revised Features Standard Feature At higher levels, monks learn to perform maneuvers using martial arts and ki. These rules also include optional features to gain limited access to these powers in exchange for their lesser class bonuses: a fighter, paladin or ranger can replace a stance, a rogue can sacrifice some sneak attack damage to add on-hit effects, and a barbarian can reduce his critical damage bonus. Like warlock invocations, some maneuvers have level requirements and are correspondingly more powerful. The final section vastly expands maneuvers, with specializations - Cut-Throat, Mystic Knight, Savage, or Warlord - that represent approaches to battlefield superiority alongside a standard maneuver group. Instead of one choice near character creation, a PC makes strategic and tactical choices during level-ups and rounds of combat. Combat Stances replace 5E's Fighting Style feature with dynamic stances inspired by Unearthed Arcana and the Book of Nine Swords. An innovation in the 3E Tome of Battle, stances provide martial characters with passive bonuses during combat. The Combat Actions section moots certain feats (such as Charger and Grappler) with situational actions, codifies DMG object damage guidelines for combat, and adds more ways for PCs to interact with their enemies and environment. Actions beyond basic attacks and grapples are often locked behind feats, making builds inflexible and competing with ability score improvements. These weapon techniques improve weaker weapons, take advantage of circumstances, or impose effects rather than increasing the damage ceiling.Ĭombat Actions. The revised weapons table attempts to make any weapon an interesting choice for a warrior, balanced by weapon damage dice, properties, and available weapon techniques. The vanilla weapon list has duplication and weapons with no mechanical value. Each set of rules is presented ala carte, so a DM may wish to allow only some of these pages or powers a checklist is provided separately for that purpose. This work attempts to adhere to 5E conventions: only as few modifiers and rolls as necessary to the mechanics. This is primarily a "gamist" document, so while flavor is considered, it does not claim to fix combat to some imagined realistic or historical standard, or expand the weapon list for its own sake. The tools in this document attempt to provide warriors with meaningful choices, options, and incentives to take actions other than "I attack with the weapon I chose at level 1." Moreover, the metanalysis of weapon combat is largely solved, to the detriment of most of the weapon list. While the wizard, cleric, and druid learn world-altering spells, the fighter swings his sword a few more times. The members of the Order of the Burning Dawn used the berserker axes, and after the guild's almost complete destruction at the hands of the Knights of the Gilded Eye, one of the berserker axes was left in the Burning Dawn Guild Hall's armory in Luskan's Market District circa 1490 DR.A common complaint about recent D&D is the gulf of power and utility that opens up between the warrior and the mage. Some of the berserker axes also granted the attuned user increased life energy and health. Order of the Burning Dawn's berserker axe. Another effect of the curse kept the attuned owner of the axe unwilling to part with the weapon. ![]() The berserk rage usually lasted until the wielder had no creatures they could see or hear within 60 feet (18 meters). If the wielder succumbed to its influence in battle after being struck by an opponent, the wielder flew into a feral berserker rage, rampaging through the battlefield without differentiating between friend and foe. These axes possessed a +1 enchantment and granted the wielder improved constitution. Berserker axes usually were huge and deadly in combat.
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