Weapon Options

Weapon options for using weapons in unique ways beyond damage.

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. This section offers unique options for using weapons in ways other than dealing damage, giving different weapons distinct impacts on the battlefield.
A character can use a weapon option only if the character is wielding and is proficient with a weapon that meets the weapon option’s prerequisites. Some weapons can be used to perform certain weapon options even if the weapon doesn’t ordinarily meet the option’s prerequisites, as noted in the weapon option’s entry. If an option requires a creature to make an ability check or saving throw, the DC equals 8 + the attacker’s proficiency bonus + the attacker’s Strength or Dexterity modifier (attacker’s choice).
Unless specified otherwise, a weapon used to perform a weapon option has only the option’s listed effect and doesn’t deal normal weapon damage. If a weapon option instructs a character to make an attack with the weapon, and the character can make multiple attacks with the Attack action, the weapon option replaces only one of those attacks.
At the GM’s discretion, some weapon options might not work against certain creatures. For example, the trip weapon option might not work against a creature without discernable legs, such as an ooze, or that is anchored or attached to the ground in some way, such as a tree with animated limbs.

Unarmed Strikes.
Unarmed strikes can be used to perform any weapon option that requires a melee weapon, provided the unarmed strike meets the option’s other prerequisites. For example, a human monk can’t perform the hamstring weapon option with an unarmed strike, but a catfolk with claws that deal slashing damage can.

Assail

Prerequisite: martial melee weapon
As an action, you can assail a hostile creature within range of your weapon with a series of rapid, superficial strikes, putting the target on the defensive. Make an attack roll with this weapon. On a hit, the target’s mental focus shifts to defending itself. All attack rolls against the target have disadvantage until the start of your next turn, but the target has disadvantage on the next Intelligence, Wisdom, or Charisma saving throw it makes before the start of your next turn.
Bash

Prerequisite: melee weapon that deals bludgeoning damage
When you make an attack with this weapon, you can hit the target in the side of the head or other vital organ, disorienting it for a moment. Make an attack roll with this weapon. On a hit, the target is briefly disoriented and has disadvantage on its next attack roll.

Special.

A sling can be used to perform this weapon option. At the GM’s discretion, a shield can be used to perform this weapon option. In such cases, treat the shield as an improvised melee weapon. When you use the shield in this way, you lose its bonus to your AC until the start of your next turn. Treat a club shield (see the Adventuring Gear chapter) as a weapon and not a shield when performing this weapon option.

Braced Reception

Prerequisite: melee weapon with a wooden haft and that deals piercing damage

As an action, you can set this weapon against a charge. If a creature further than 10 feet away from you moves into your reach and attacks you before the start of your next turn, you can use a reaction to attack the creature with this weapon. On a hit, this weapon deals 1 extra die of damage to the creature, and if the creature is no more than one size larger than you, it must succeed on a Strength saving throw or fall prone.

Special.

A dwarven axe (see the Adventuring Gear chapter) can be used to perform this weapon option. If a weapon doesn’t have a wooden haft, such as an adamantine spear or silvered trident, but its standard design does, it can be used to perform this weapon option.

Disarm

Prerequisite: martial melee weapon

When you make an attack with this weapon, you can choose to aim a jarring hit at the target’s held weapon, knocking it from their grasp. Make an attack roll with this weapon. On a hit, the target must succeed on a Strength or Dexterity saving throw (target’s choice) or drop its weapon, which lands in an unoccupied space within 5 feet of it. If no unoccupied space is within range, the weapon lands at the target’s feet.

Hamstring

Prerequisite: melee weapon that deals slashing damage

When you make an attack with this weapon, you can make a painful but superficial wound on a leg of a Large or smaller creature. Make an attack roll with this weapon. On a hit, the target’s walking speed is reduced by 10 feet for 1 minute. A creature’s speed can’t be reduced by more than 10 feet with this weapon option. A creature within 5 feet of the target can take an action to tend the wound with a successful Wisdom (Medicine) check (against your weapon option DC), ending the effect on the target. The effect also ends if the target receives magical healing.

Harmless Fusillade

Prerequisite: ranged weapon that has the Gunpowder property

When you make an attack with this weapon, you can harmlessly discharge the weapon instead while aiming at a creature within the weapon’s normal range. The target must succeed on a Constitution saving throw or have disadvantage on the next concentration check it makes before the start of your next turn as the sound of your weapon distracts or startles it.

Jagged Wound

Prerequisite: whipsaw

When you make an attack with this weapon, you deal damage as normal, and you can choose to use a bonus action to twist the weapon while attacking to create a jagged wound in the target. The target loses hit points at the start of each of its turns equal to your proficiency bonus for 1 minute. If the attack was a critical hit, the target loses hit points at the start of each of its turns equal to 2 + your proficiency bonus for 1 minute instead. A successful DC 10 Wisdom (Medicine) check stanches the wound. The wound also closes if the target receives magical healing. A creature can’t have more than one jagged wound at a time. This wound has no effect on undead or constructs.

Special.

At the GM’s discretion, any weapon with a serrated blade can be used to perform this weapon option.

Leash

Prerequisite: any whip

When you make an attack with this weapon, you can choose to wrap its end around a Large or smaller creature. Make an attack roll with this weapon. On a hit, the target can’t move more than 10 feet away from you. A creature, including the target, can take its action to remove the whip and end the effect by succeeding on a Strength check. While the whip is holding a creature in this way, you can’t make attacks with the whip. If you drop the whip, the creature is immediately freed.

Special.

A whipsaw (see the Adventuring Gear chapter) isn’t a true whip and can’t be used to perform this weapon option. You can use the pull weapon option on a creature you have leashed, and you have advantage on the attack roll, provided you use the whip that is leashing the target to perform the pull weapon option.

Pinning Shot

Prerequisite: ranged weapon that uses arrows or bolts

When you make an attack with this weapon, you can choose to shoot part of a Large or smaller creature’s clothing and pin the clothing to the ground or nearby object or structure. The target must be wearing clothing, such as boots or a cloak, and must be on the ground or within 5 feet of an object or structure. Make an attack roll with this weapon. On a hit, the target can’t move from its current space. A creature, including the target, can take its action to rip the cloth, pull out the arrow or bolt, unclasp or wriggle out of the clothing, or free itself in some other way by succeeding on a Strength or Dexterity check (target’s choice). The target must make only one check to free itself, using the highest DC of the characters performing this weapon option, regardless of the number of arrows or bolts holding its clothing in place.

Special.

A dagger, dart, or javelin can be used to perform this weapon option.

Pommel Smash

Prerequisite: melee weapon that doesn’t have the Light property

When a creature within 5 feet of you hits you with a melee weapon attack, you can use a reaction to hit the creature with the pommel of this weapon as you lean into the blow, leaving the target disoriented or gasping for breath afterwards. Make an attack roll with this weapon. If your attack roll equals or exceeds the creature’s attack roll, the next attack against that creature before the start of your next turn has advantage. The creature’s attack against you is unaffected by this weapon option, and you still take damage from the attack.

Pull

Prerequisite: melee weapon that has the Reach property
When you make an attack with this weapon, you can pull a Large or smaller creature up to 5 feet closer too you as you wrap the whip or slide the weapon’s haft around the creature. Make an attack roll with this weapon. On a hit, the target is pulled up to 5 feet closer to you. If this movement would pull a creature into damaging terrain, such as lava or a pit, it can make a Strength or Dexterity (target’s choice) saving throw, avoiding the pull on a success.
Ricochet Shot

Prerequisite: ranged weapon that has the Ammunition property
As an action, you can ricochet an attack off an object or structure to hit a target you can see that has half or three-quarters cover. The target must be within 10 feet of an object or structure that isn’t providing it with cover, and that object or structure must be within your weapon’s normal range. Make an attack roll with this weapon against the target’s Armor Class as if it wasn’t behind cover. On a hit, the target takes damage as if hit by your attack. This weapon option expends the same ammunition as a normal attack with this weapon. This attack doesn’t deal extra damage from features such as sneak attack, but it can deal extra damage from a magical effect on the weapon or ammunition, such as a +1 shortbow or an arrow of slaying.
Trap Limb

Prerequisite: shield
As an action, you can hook your shield around the limb of a Large or smaller creature within 5 feet of you. The creature must succeed on a Dexterity saving throw or its limb is trapped between you and your shield. If you trap a limb that deals damage or has a special action, such a goblin’s weapon arm or a roper’s tendril, the creature can’t use that limb to take that action until it breaks free. The creature can take its action to break free by succeeding on a Strength or Dexterity check (target’s choice). If the creature moves while you are holding its limb, you can use a reaction to move up to your speed with it. Otherwise, you release the limb. While holding a creature’s limb in this way, you lose the shield’s armor bonus to your Armor Class.

Special.

A khopesh (see the Adventuring Gear chapter) can be used to perform this weapon option. While the khopesh is trapping a creature’s limb in this way, you can’t make attacks with the khopesh. If a creature attempts to break free and fails while you are using a khopesh to trap its limb, it takes 1d4 slashing damage.

Trip

Prerequisite: melee weapon that has the Reach property
When you make an attack with this weapon, you can choose to sweep the weapon at a Large or smaller creature’s legs. The target must succeed on a Strength or Dexterity saving throw (target’s choice) or fall prone. If the target is mounted, it has advantage on the saving throw.

Special.
A flail or a stone rake (see the Adventuring Gear chapter) can be used to perform this weapon option. At the GM’s discretion, a target with more than two legs has advantage on the saving throw.

Source and licence

From Tome of Heroes.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.