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Weapon Actions & Conditions

Weapon action DC

Many weapon actions are attacks that can inflict debilitating conditions on the target. For these attacks, the target gets to make a saving throw to avoid suffering the condition. The Difficulty Class (or DC) for saving throws is calculated similarly to spell save DC except for two differences: First, the spellcasting ability modifier is replaced with the ability score modifier of either Strength or Dexterity, whichever is higher. Second, each weapon action can grant its own inherent bonus DC that isn't listed anywhere, but most frequently it's +2. To express all this mathematically:   Weapon action DC = 8 + proficiency bonus + Strength or Dexterity modifier + inherent weapon action bonus DC   Certain weapon actions instead use Hybrid DC which allows a user to either use their spell save DC or weapon action DC with a +2 bonus, whichever is higher. Other unique weapon actions always use the spell save DC. In all cases, the type of DC and any inherent bonus is listed in the tables below.  

Basic weapon actions

The following weapon actions are granted by different weapon types. All weapons in a given category will have the specified weapon actions.  

Basic melee weapon actions

Weapon actionAssociated weaponsCostEffectDamage
BackbreakerWarhammers, MaulsActionInflict Prone, Strength saving throw, Weapon action DC, Duration: 2 turns1d4 + Strength or Dexterity modifier, Inherits weapon damage type
Brace (Melee)Glaives, Pikes6 m / 20 ft MovementReroll melee damage rolls and take the higher value, Duration: 1 turn-
CleaveBattleaxes, Greataxes, Halberds, GreatswordsActionStrike up to 3 targets, AoE: 1.5 m / 5 ft (Cone), Halved weapon damage, Any bonus damage is not halved, e.g. from Divine Smite or Great Weapon Master-
Concussive SmashMorningstars, Clubs, Light Hammers, Maces, Warhammers, Greatclubs, MaulsActionInflict Dazed, Constitution saving throw, Hybrid DC, Duration: 2 turnsWeapon damage
Maiming StrikeWar Picks, BattleaxesActionInflict Maimed, Constitution saving throw, Weapon action DC + 2, Duration: 2 turns1d4 + Strength or Dexterity modifier, Inherits weapon damage type
Disarming StrikeTridentsActionTarget drops weapon, Strength saving throw, Weapon action DC + 21d4 + Strength or Dexterity modifier, Inherits weapon damage type
FlourishScimitars, Shortswords, RapiersBonus actionInflict Off Balance, Dexterity saving throw, Weapon action DC + 2, Duration: 2 turns1d4, Damage Types Bludgeoning, Non-lethal damage
HeartstopperMorningstarsActionInflict Chest Trauma, Constitution saving throw, Weapon action DC + 2, Duration: 2 turns1d4 + Strength or Dexterity modifier, Inherits weapon damage type
LacerateHandaxes, Sickles, Scimitars, Battleaxes, Longswords, Glaives, Greataxes, Greatswords, HalberdsActionInflict Bleeding, Constitution saving throw, Weapon action DC + 2, Duration: 2 turnsWeapon damage
Piercing StrikeDaggers, Rapiers, Shortswords, Tridents, Pikes, JavelinsActionInflict Gaping Wounds, Constitution saving throw, Weapon action DC + 2, Duration: 2 turnsWeapon damage
Pommel StrikeLongswords, GreatswordsBonus actionInflict Dazed, Constitution saving throw, Weapon action DC + 2, Duration: 2 turns1d4, Damage Types Bludgeoning, Non-lethal damage
PrepareGreataxes6 m / 20 ft MovementExtra damage on melee attacks this turnStrength modifier, Damage Types Slashing
Rush AttackLongswords, Spears, Tridents, Glaives, Halberds, PikesAction + MovementCharge up to 9 m / 30 ft away, Inflict Off Balance, Strength saving throw, Weapon action DC, Duration: 2 turns1d4 + Strength or Dexterity modifier, Inherits weapon damage type
TenacityMorningstars, Greatclubs, MaulsReactionInflict damage on a miss, Recharge: Unlimited useStrength modifier, Damage Types Bludgeoning, Minimum 1 damage
ToppleQuarterstavesActionInflict Prone, Dexterity saving throw, Weapon action DC + 2, Duration: 1 turn1d4, Damage Types Bludgeoning, Non-lethal damage
Weakening StrikeRapiers, War Picks, WarhammersActionInflict Weak Grip, Strength saving throw, Weapon action DC + 2, Duration: 2 turns1d4 + Strength or Dexterity modifier, Inherits weapon damage type, Non-lethal damage
 

Basic ranged weapon actions

Weapon actionAssociated weaponsCostEffectDamage
Brace (Ranged)Heavy Crossbows, Longbows6 m / 20 ft MovementReroll ranged damage rolls and take the higher value, Duration: 1 turn-
Hamstring ShotShortbows, LongbowsActionInflict Hamstrung, Constitution saving throw, Weapon action DC + 2, Duration: 2 turnsWeapon damage
Mobile ShotHand CrossbowsBonus actionMake a bonus action attack after using Dash or DisengageWeapon damage
Piercing ShotHeavy Crossbows, Light Crossbows, Hand CrossbowsActionInflict Gaping Wounds, Constitution saving throw, Weapon action DC + 2, Duration: 2 turnsWeapon damage
 

Conditions

 

Prone

When a creature is Prone, it is lying on the ground. The following rules apply:
  • The creature has disadvantage on attack rolls.
  • Attack rolls against the creature have advantage if the attacker is within 5 feet.
  • Otherwise, the attack roll has disadvantage.
  • Dazed

    A Dazed creature suffers from the following effects:
  • The creature can take either an action or a bonus action on its turn, but not both.
  • The creature's movement speed is halved.
  • Maimed

    A creature that is Maimed suffers from a severe injury, causing the following:
  • The creature has disadvantage on attack rolls and ability checks that involve the use of the maimed body part.
  • The creature's movement speed is reduced by 10 feet.
  • Off Balance

    A creature that is Off Balance struggles to maintain its footing, causing:
  • The creature has disadvantage on Dexterity saving throws and ability checks.
  • The creature cannot take reactions.
  • Chest Trauma

    A creature with Chest Trauma has sustained significant damage to its chest, causing:
  • The creature has disadvantage on Constitution saving throws.
  • The creature takes 1d4 damage at the start of each of its turns until healed.
  • Bleeding

    A creature that is Bleeding is losing blood at an alarming rate, causing:
  • The creature takes 1d4 damage at the start of each of its turns.
  • The creature has disadvantage on attack rolls and ability checks.
  • Gaping Wounds

    A creature with Gaping Wounds suffers from severe lacerations, causing:
  • The creature takes 1d6 damage at the start of each of its turns.
  • The creature's maximum hit points are reduced by the same amount until healed.
  • Weak Grip

    A creature with a Weak Grip is unable to firmly hold its weapon or object, causing:
  • The creature has disadvantage on attack rolls with melee weapons.
  • The creature must succeed on a Strength saving throw whenever it takes damage or drop its weapon.
  • Hamstrung

    A creature that is Hamstrung has suffered a severe injury to its leg muscles, causing:
  • The creature’s movement speed is reduced by half.
  • The creature has disadvantage on Dexterity saving throws.
  • Off Balance

    A creature that is Off Balance struggles to maintain its footing, causing:
  • The creature has disadvantage on Dexterity saving throws and ability checks.
  • The creature cannot take reactions.
  •  

    Non-lethal Damage

    Non-lethal damage means that the attack is intended to incapacitate rather than kill:
  • When a creature’s hit points are reduced to 0 by non-lethal damage, they fall unconscious but are stable.
  • The creature does not need to make death saving throws.

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