Combat Arts

Swinging a sword need not be as simple as just making an attack. Through careful study and practice, a warrior can learn to augment their strikes, hit faster than before, or even charge their attacks with magical energy. These are combat arts, and are the representation of weapon mastery.

When a character attains a new rank in a certain weaponskill, they can choose to learn one art of the rank they've gained, and one of the next lowest rank. D, C and B rank arts can only be used once per short rest. A Rank abilities can be used once per long rest, and S Rank abilities require a week until they can be used again.

The exception to the above are the Movement Arts. They can be used regardless of weapon held once learned, and can be used once per turn.

A combat art can be used to modify an attack, and are declared before any dice are rolled. You can only use one combat art per attack, however if you have additional attacks via the Extra Attack feature, you can apply one art to each of the attacks you made. Regardless of whether they hit or not, the art is expended, and cannot be used until the appropriate rest is taken.

As standard all characters start at E-rank in all weapon skills. Gaining new ranks requires either practice during downtime, or using the appropriate weapon type during combat. Making an attack with the weapon type in question grants 1 'weapon experience'. This means that if a 5th level fighter makes two attacks with their sword, they would gain 2 sword experience. You do not need to hit or do damage in order to gain experience, however you are required to be in a combat situation. The rush and thrill of living on the edge is what ingrains the weapon skills into you, and merely stabbing at chickens won't help beyond making farmers angry.

Dedicated practice during downtime can also serve you well. For each day in which you spend at least 8 hours practicing with your weapon you gain 1d4 weapon experience. This can be doubled if you have someone assisting you during your training, however the assistant must be of a higher rank in the weapon type you are practicing with.

Weapon Experience Table
Rank Total Experience required
E 0
D 20
C 80
B 240
A 720
S 1000

Sword Skills

Sword skills can be learned by using, and utilised with, any of the following weapons: Daggers, Sickles, Greatswords, Longswords, Shortswords, Rapiers, Scimitars.

Rank D

  • Wrath Strike - The most basic sword art, it comes online quite early. It gives you +1 to both your attack and damage rolls. At 11th level, this increases to +2.
  • Swap (Movement Art) - By expending 10' of movement you can swap places with one adjacent, willing creature. This movement does not provoke opportunity attacks
  • Subdue - If you hit with this combat art, in addition to normal damage, if you have a free hand you automatically grapple the target.

Rank C

  • Grounder - When you use this art against a creature with a flying speed, their flying speed is dropped to 0 until the end of your next turn, and they are Vulnerable to the damage from this attack.
  • Bane of the Abyss - Fiend type creatures targeted by this art are Vulnerable to its damage.
  • Haze Slice - When you hit with this art, the next attack against you has Disadvantage. This lasts until the start of your next turn.
  • Hexblade - The damage type for the attack this art is used on is changed to necrotic.
  • Duelist Sword - When you attack with this art, you add your Intelligence modifier to your attack roll.

Rank B

  • Sunder - A creature hit by this art is critically struck by any attacks on a roll of 19-20 until the end of your next turn.
  • Sword Dance - After hitting with this art, your armor class is increased by your Charisma modifier (minimum 1) until the end of your next turn.
  • Windsweep - The creature hit by this attack is unable to use their reaction until the end of your next turn
  • Thunderclap - When you use this combat art, the range of the attack increases to 30' and it deals lightning damage instead of its normal type.

Rank A

  • Soulblade - The damage from this attack is changed to psychic. In addition, the creature hit by this has their Resistances turned to Vulnerabilities and their Immunities removed, until the end of your next turn.
  • Serrated Blade - When you hit with this art you deal an additional 4d4 damage, and the creature targetted takes an additional 4d4 damage at the start of each of their turns until they are healed.

Lance Skills

Lance skills can be learned by using, and utilised with, any of the following weapons: Javelin, Quarterstaff, Spear, Glaive, Halberd, Lance, Pike, Trident

Rank D

  • Tempest Lance - The most basic lance art. When used it gives you +1 to both your attack and damage rolls. At 11th level, this increases to +2.
  • Shove (Movement Art) - By expending 10' of movement, you can shove one willing creature 5' away from you. This movement does not provoke opportunity attacks.

Rank C

  • Knightkneeler - Creatures hit by this art that are mounted on another are vulnerable to this damage and are forcibly dismounted. Creatures hit by this art that are being mounted are vulnerable to this damage, and have their movement speed reduced to 0 until the end of your next turn.
  • Shatter Slash - When you hit with this art, further attack rolls against the creature receive an extra +1d4 until the end of your next turn.
  • Frozen Lance - The damage type for the attack this art is used on is changed to Cold.
  • Dragon Piercer - Dragon type creatures targeted by this art are Vulnerable to its damage.
  • Lunge - If you hit with this art then after the attack resolves you and your target swap positions.

Rank B

  • Hit and Run - After you hit a creature with this attack, that creature cannot make opportunity attacks against you until the end of your next turn.
  • Vengeance - When you hit with this art you deal additional damage equal to 10% of your missing HP, rounded up.
  • Glowing Ember - After you use this art as part of an attack creatures that hit you with a weapon attack while within 5' suffer 2d4 fire damage. This lasts until the end of your next turn.
  • Penetrate - When you you use this art, you move 15' in one horizontal direction, and make a separate attack roll for each creature you pass through. This movement does not provoke opportunity attacks.

Rank A

  • Swift Strikes - When you use this art, you attack twice instead of once.
  • Jab - When you use this art you add your your initiative modifier (minimum +2) to attack and damage rolls, and attack with advantage.
  • Leonine Pose - To use this art it must be your first action in a turn. You immediately delay your initiative to last in the initiative order, and end your turn. When you attack on your next turn, you deal critical damage if you hit.

Axe Skills

Axe skills can be learned by using, and utilised with, any of the following weapons: Club, Greatclub, Handaxe, Light Hammer, Mace, Battleaxe, Flail, Greataxe, Maul, Morningstar, Warpick, Warhammer

Rank D

  • Smash - The most basic axe art. When used it gives you +2 to your damage roll. At 11th level, this increases to +4.
  • Reposition (Movement Art) - By expending 10' of movement, you can shift one adjacent, willing creature to the opposite side of you. This movement does not provoke opportunity attacks.
  • Focused Strike - The attack you use this art on attacks with advantage.

Rank C

  • Helm Splitter - If the creature hit by this art has higher AC than you, they are vulnerable to its damage.
  • Undead Shatter - Undead type creatures targeted by this art are Vulnerable to its damage.
  • Spike - When you use this art you can throw your weapon up to 10', it returns to your hand immediately afterwards.
  • Tigerstance - When you attack with this art, you add an extra +1 damage for every 5' you have moved this turn.

Rank B

  • Lightning Axe - The damage type for the attack this art is used on is changed to Lightning.
  • Diamond Axe - When you attack with this art, you deal an extra +10 damage on the attack, however you cannot critically strike with it.
  • Wild Abandon - When you attack with this art you do not add your proficiency bonus to the attack roll, however you instead add it to the damage roll, and critically hit on a roll of 19 or 20.
  • Dragonhaze - When you use this art, the next source of damage you receive is reduced by 1 for every 5' you moved this turn. This damage reduction lasts until the start of your next turn.

Rank A

  • Armored Strike - You add half your AC, rounded up, to your damage roll when you hit with this art.
  • Exhaustive Strike - You can expend up to 1/4 of your hit dice (rounded up) and add these damage rolls to your damage when you attack with this art, instead of healing with them.
  • Destreza - When you use this art you roll damage first, instead of the attack roll. If the damage would reduce the target to 0HP, it automatically hits without requiring an attack roll.

Bow Skills

Bow skills can be learned by using, and utilised with, any of the following weapons: Crossbow (Light), Dart, Shortbow, Sling, Blowgun, Crossbow (Hand), Crossbow (Heavy), Longbow.

Rank D

  • Curved Shot - The most basic bow art. When used it gives you +2 to your attack roll, and negates half cover. At 11th level bonus increases to +4 and negates 3/4 cover.
  • Draw Back (Movement Art) By expending 10' of movement, you can move 5' away from an adjacent, willing creature and pull the creature with you. This movement does not provoke opportunity attacks for the willing creature, but does for you.

Rank C

  • Heavy Draw - When you hit with this art, you double your ability score modifier for damage (minimum 1)
  • Deadeye - When you use this art, you attack with advantage and the normal and maximum ranges of your attack are tripled.
  • Waning Shot - The creature hit by this art has disadvantage on their next attack.
  • Beast Blast - Beast type creatures targeted by this art are Vulnerable to its damage.
  • Celestial Bow - The damage from this attack deals Radiant damage.

Rank B

  • Break Shot - When you hit with this art, further attack rolls against the creature receive an extra +1d4 until the end of your next turn.
  • Schism Shot - A creature hit by this art subtracts 1d4 from any saving throws they make until the end of your next turn.
  • Point Blank Volley - This art can only be used if you are adjacent to the target. You attack twice, with advantage, and do not suffer the usual penalty for using a ranged weapon in melee on these attacks.
  • Plenitude - You heal hit poitns equal to half the damage dealt by this art.

Rank A

  • Encloser - The creature hit by this art has all their movement speeds reduced to 0 until the end of your next turn.
  • Ward Arrow - The creature hit by this art cannot cast any spells with a verbal component until the end of your next turn.
  • Trance Shot - The creature hit by this art loses concentration on whatever spell or effect they were concentrating on.

Unarmed Strike

Unarmed Strike skills can be learned by utilising unarmed strikes, natural weapons, or by grappling. Maintaining a grapple gives one Unarmed Strike experience for each additional turn it continues after the turn it was started on.

Rank D

  • Fading Blow The most basic unarmed art. When used it gives you +2 to your attack roll, and after resolving your attack action you can move 5' away from the target.
  • Smite (Movement Art) - By expending 10' of movement, you can shove one adjacent, willing creature 10 or 15' away from you (your choice). This movement does not provoke opportunity attacks.

Rank C

  • Rushing Blow - When you hit with this art, you can move the target 5' in any horizontal direction you choose after resolving your attack action.
  • Draining Blow - When you hit with this art, your health is restored an amount equal to half of the damage done.
  • One-two Punch - When you hit a creature with this art, you mark them. If the marked creature declares an attack against you before the end of your next turn, you can use your Reaction to strike first, making one attack before they do.
  • Construct Crusher - Construct type creatures targeted by this art are Vulnerable to its damage.

Rank B

  • Healing Focus - When you attack and use this art, you gain half of your current hit points.
  • Nimble Combo When you use this art, you attack twice instead of once. The first attack has advantage.
  • Bombard - When you use this art, you attack twice instead of once. Both attacks add your constitution modifier (minimum 1) to the damage roll.
  • Mistdancer - After you hit with this art, you gain resistance to damage from spells and magical effects until the end of your next turn.

Rank A

  • Mystic Blow - When you use this art your attack deals force damage and adds your ability modifier a second time to the damage roll.
  • Mighty Blow - When you use this art, you roll the damage dice twice and add them together. In the event of a critical hit, these double dice are further doubled.
  • Double Lion - The damage you deal with this art is change to Radiant, and if you hit the enemy must succeed on a constitution saving throw, with a DC equal to the damage done, or be stunned until the end of your next turn.

S Rank Arts

S Rank Arts cannot be learned in the normal manner by simply ranking up. Instead, they must be learned from those who already possess the art in question, after you have attained the required weapon skill experience.

Astra

Prerequisite: S-Rank with Swords.

Effect: When you use this art, you attack 5 times in quick succession. You apply only half your ability modifier to the damage for each attack.

Scendscale

Prerequisite: S-Rank with Swords.

Effect: When you use this art, you fire a 5' wide line of force damage that extends 30' from you. Creatures are automatically hit by this attack, without requiring an attack roll, and both dragons and undead type creatures take double damage from it.

Paraselene

Prerequisite: S-Rank with Lances.

Effect: When you hit with this art the target cannot take the Attack action until the end of your next turn.

Solar Thrust

Prerequisite: S-Rank with Swords or Lances.

Effect: When you hit with this art, you gain hit points equal to twice the damage dealth, with any overhealing becoming temporary hit points. The target is also blinded until the end of your next turn.

Lunar Flash

Prerequisite: S-Rank with Axes.

Effect: The target of this art has their AC set to 10 and their resistances/immunities (to both damage and conditions) negated until the end of your current turn.

Pneuma Gale

Prerequisite: S-Rank in either Axes or Unarmed Strikes.

Effect: When you use this art you can attack at up to 30' range until the end of your current turn and choose for your weapon attacks to deal thunder damage instead of their normal damage type.

War Master's Strike

Prerequisite: S-Rank in Axes.

Effect: A creature struck by this art becomes Vulnerable to all damage you deal until the end of your next turn.

Hunter's Volley

Prerequisite: S-Rank with Bows.

Effect: When you use this art, you attack 3 times in quick succession. Normal and maximum range for these attacks are doubled.

Wind God

Prerequisite: S-Rank with Bows.

Effect: When you use this art, you attack with advantage. If you hit, all attacks from any creature against the target have advantage until the end of your next turn.

Fierce Iron Fist

Prerequisite: S-Rank with Unarmed Strikes.

Effect: When you use this art, you attack 3 times in quick succession against a single target. If at least one attack hits, you can choose to grapple them. If all three hit, you can also choose to make them Prone.

Ragnarok

Prerequisite: S-Rank with Unarmed Strikes.

Effect: You unleash a fiery fist forward that creates a 15' wide 30' long line of flame. Creatures in the area are hit automatically by this attack, taking fire damage instead of its normal damage type. Fiend and Celestial creatures take double damage from this attack.

Foul Play (Movement Art)

Prerequisite: S-Rank in any weapon type.

Effect: You can expend 10' of movement to instantly swap places with any willing creature within 60' of you.

Flickering Flower

Prerequisite: S-Rank in any weapon type.

Effect: A creature struck by this art has all their movement speeds reduced to zero and cannot take reactions until the end of your next turn. In addition, you add your charisma modifier to any damage rolls until the end of your next turn.

Assassinate

Prerequisite: S-Rank in any weapon type.

Effect: When you hit a creature with this art roll an additional d20. On a 19-20, their HP is instantly reduced to 0.

Triangle Attack

Prerequisite: S-Rank in any weapon type.

Effect: When you and the two othes who learned the art are adjacent to a creature, you can initiate a Triangle Attack as an action by having the other two spend their Reaction to participate. If you do so, all three of you critically hit with your attacks, and instead of doubling the damage dice they are tripled for each of you. Those who participate cannot participate in another Triangle Attack for one week.