Beyond-Damage-Dice

by TheTranMan

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Introduction

A weapon is more than the damage it deals. In combat, skilled warriors use their weapons to confuse, disorient, and disadvantage their enemies before moving in for the kill. Beyond Damage Dice offers unique maneuvers for specific weapons for the core Fifth Edition rules, giving them a distinct impact on the battlefield.

Unless specified otherwise, any of the maneuvers in this document can be used by any character as long as they are wielding the appropriate weapon and are proficient with it. If a maneuver requires a creature to make a saving throw, the DC equals 8 + their proficiency bonus + their Strength or Dexterity modifier (their choice). Unless specified, these maneuvers only have their listed effect and don't deal normal weapon damage.

Drict's Beyond-Damage-Dice. Most of the content written here comes from Kobold Press's Beyond Damage Dice. The available maneuvers and similar features listed here are lightly modified from their source material, for the purposes of better implementation in my Campaigns.

Reasonably All Weapons:

Grinding Halt

Whenever you make a Saving Throw to avoid being moved against your will, you can dig the blade of Slashing or Piercing Weapon into the ground as a Reaction. Roll the Weapon's Damage Dice and add the result to the saving throw. If the effect pushing you does not have a saving throw, you move 5 feet fewer.

Alternatively, if you're ever falling and are within 5 feet of a vertical surface, you can use your Reaction to dig the blade of a Slashing or Piercing Weapon into that surface, making an Attack Roll against it. The surface's AC is dependent on its material make-up, and if you hit, you come to a halt and take half of the falling damage for the amount of falling you have taken. Also dependent on the surface and ruling of the DM, you either come to a halt or continue grinding across the surface, such as if digging into the side of a mountain cliff or skidding from the side of compact dirt.

Glancing Hit

When a creature attacks you with a weapon, you may use your reaction to attempt to lock weapons and parry their attack. Make an attack roll with your weapon. If the result of this roll equals or exceeds their attack roll, their attack misses.

If the creature attacks and hits you with a natural 20, you need to roll a natural 20 in return to force the attack to miss.

Pinning Attack

As an action with a Piercing or appropriate Slashing Weapon, you can make an attack roll against a Large or smaller creature within reach. If the attack hits, you catch one of the target's limbs or article of clothing, pinning (technically considered a grapple) the creature until the weapon is dislodged. The target may make a Strength (Athletics) or Dexterity (Acrobatics) check as an action to escape the pin.

Greatsword

Arcing Slash. Whenever you attack with a greatsword, you may choose to target two creatures within your reach. This attack uses the same attack roll for all targets, and deals slashing damage equal to 1d6 plus your Strength modifier to each target.

Polearms

Glaive, Halberd, Pike, Quarterstaff - Vault. You can use your polearm to help you leap long distances. You can use an action to double the length of your long jump, allowing you to leap a number of feet up to twice your Strength score (this jump is part of your movement). If you land adjacent or in a space within the weapon's reach to a creature at the end of this jump, you can make a single attack with your polearm as part of this action.

 

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