Section 1: Weapon Perks

Weapons are more than just objects that adventurers carry to stab, slice, or break enemies with. In the proper hands of a master, they can be powerful tools to gain the upper-hand against an enemy. A weapon perk is a special skill or technique that can be used with a specific weapon. This allows each weapon to feel unique among all of the options the players have, and hopefully give them their own identity. All the weapon perks are part of the weapons, but requires that the creature be proficient with the weapon in order to execute the weapons perk.

If a perk requires a creature to make a saving throw, the DC equals 8 + proficiency bonus + Strength or Dexterity modifier (your choice).

SIMPLE MELEE WEAPONS

Club

    Crippling Blow. When you hit a creature with a club attack, you can forgo the normal weapon damage. If you do, you deal damage equal to your Strength modifier and the target must succeed on a Constitution saving throw or their movement is reduced by half until the end of its next turn.

Dagger

    Hidden Weapon. During a short rest, you may make a Sleight of Hand check to conceal a dagger; the number of daggers you can conceal is equal to your proficiency bonus. When you make an attack with a hidden dagger, that attack has advantage and the dagger is no longer hidden (whether the attack hits or misses). When a hidden dagger is thrown, your attack can score a critical hit on a roll of 19 or 20.

Cheap Shot. When a creature within 5 feet of you is hit by an attack, you can exploit the distraction. You can use your reaction to make a dagger attack against that creature.

Greatclub

    Slam. When you hit a creature with a greatclub attack. On a hit, the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you. On a critical hit, they are knocked prone instead.

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Handaxe

    Feinting Strike. When you miss a melee handaxe attack for the first time in a turn, you gain advantage on an attack roll made with a different weapon in your other hand.

Axe Throw. When you successfully hit a creature with a ranged handaxe attack, deal additional damage equal to your Strength modifier.

Javelin

    Piercing Talon. When you successfully hit a creature with a ranged javelin attack, you impose disadvantage on the creature’s next attack roll.

Light Hammer

    Crippling Throw. When you hit a creature with a ranged light hammer attack, you can forgo the normal weapon damage. If you do, you deal damage equal to your Strength modifier and the target must succeed on a Constitution saving throw or their movement is reduced by half until the end of its next turn.

Mace

Crushing Blow. When you hit a creature with a mace attack, you can forgo the normal weapon damage, if you do, the creature must succeed on a Constitution saving throw or it is stunned until the start of its next turn. Once you use this perk, you can’t use it again until you finish a short or long rest.

Quarterstaff

    Vault. You can use your quarterstaff to help you leap higher and farther. When you move at least 10 feet in a straight line, you can use this perk to double your jump distance. The amount of movement used for the vault is equal to half the distance you jumped.

Trip Attack. When taking the Attack action, you can replace one attack with a trip attack. On a hit, if the target is Large or smaller, it must make a Dexterity saving throw. On a failed save, you knock the target prone.

Sickle

    Disarming Parry. When a creature attacks you with a melee weapon, you may use your reaction to catch their weapon in the hook of your sickle, parrying their attack and potentially disarming them. Make an attack roll with your sickle. If the result of this roll equals or exceeds their attack roll, their attack misses. If their attack misses, the target must succeed on a Strength saving throw or drop the weapon used to attack you. Once you use this perk, you can’t use it again until you finish a short or long rest.

Spear

    Phalanx Warrior. When you hit a creature with a readied spear attack, deal additional damage equal to your proficiency bonus.

Phalanx Defender. When a creature hits you with a melee weapon, you may use your reaction to reduce the damage by your proficiency bonus. You must be wielding a spear and shield to use this perk.

CHAPTER 5 | DUNGEON MASTER'S TOOLS

Unarmed Strike

    Blade Catch. When a creature attacks you with a melee weapon, you may use your reaction to attempt to catch or parry their attack with your bare hands. Make an attack roll with your unarmed strike. If the result equals or exceeds their attack roll, their attack misses. You cannot be wielding a weapon or shield when using this perk.

SIMPLE RANGED WEAPONS

Crossbow, light

    Steady Shot. As an action, you can steady your aim. Make a light crossbow attack, adding 1d6 to your attack roll.

Dart

    Barrage. The small nature of dart weapons make it easy to throw multiples at once. When you take the Attack action on your turn to make a dart attack, you can make two dart attacks instead of one. At 10th level, increase the number of dart attacks from two to three.

Shortbow

    Hawk-Eye. When you take the Attack action, you can forgo one of your attacks to direct one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack or take the Disengage action and move up to half their movement speed.

Aimed Shot. When you take the Attack action, you can make a DC 15 Wisdom (Insight) check to take a moment extra to lead your opponent to ensure a precise hit. On a success, you add your Wisdom modifier to your next shortbow attack roll.

Sling

    Giant Slayer. Some enemies are so large, you find that you can easily keep them in your sights. When attacking a creature that is Large or larger, add an additional 1d4 to your sling damage rolls.

Cinch Shot. When you take the Attack action, you can make a DC 15 Wisdom (Perception) check. On a success, you add your Wisdom modifier to your weapons next attack roll.

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MARTIAL MELEE WEAPONS

Battleaxe

    Reckless Charge. When you move at least 10 feet in a straight line, you can use a bonus action to make a battleaxe attack. If you use your action to Dash and you hit with your bonus battleaxe attack, add your Strength modifier to your damage roll.

Flail

    Spinning Strike. When you take the readied action to attack with your flail, you swing it violently in circles. If you hit with your readied flail attack, deal additional damage equal to 1d6 + your proficiency bonus.

Glaive

    Defensive Kata. Opportunity attacks against you are made with disadvantage.

Polearm. If you hit with a glaive attack on a creature that is not within 5 feet of you, add your proficiency bonus to your damage roll.

Greataxe

    Wide Swing. You can use your action to make a single greataxe attack against a creature, using the same attack roll against additional creatures of your choice that are within 5 feet of you. If the original attack roll can hit it, the additional creatures take damage equal to your Strength modifier.

Greatsword

    Sweeping Slash. When a melee attack reduces a creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. You choose another creature within reach and, if the original attack roll can hit it, apply any remaining damage to it. If that creature is also reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce a creature to 0 hit points.

Halberd

    Dismounting Hook. When you hit a mounted creature with a halberd attack, that creature must succeed on a Strength saving throw or be dismounted.

Shifting Strike. If you use a halberd to hit a creature with a opportunity attack, you can Disengage and move up to half your movement as part of the reaction.

CHAPTER 5 | DUNGEON MASTER'S TOOLS

Lance

    Jousting Charge. After moving more than 20 feet while mounted, you can use a bonus action to make a lance attack, potentially knocking the target prone. If you hit, the creature must make a Strength saving throw. On a failed save, the creature is knocked prone.

Longsword

    Pommel Pummel. When a creature within 5 feet of you attacks or casts a spell, you can use your reaction to make a longsword attack against the creature with the pommel of your weapon. The attack deals bludgeoning damage equal to your Strength modifier. On a critical hit you can forgo dealing damage, if you do, the creature must make a Constitution saving throw. On a failed save, the attack misses or the spell is countered.

Maul

    Stunning Blow. You can use your action to make a stunning blow against a creature within 5 feet. If your maul attack hits, the creature takes damage equal to your Strength modifier and must succeed on a Constitution saving throw or be stunned until the start of your next turn. Once you use this perk, you can’t use it again until you finish a short or long rest.

Morningstar

    Armor Smash. When you hit a creature with a morningstar attack, if the target is wielding a shield or wearing armor, it must succeed on a Constitution saving throw, or lose the AC bonuses granted by shields and armor until the end of its next turn.

Pike

    Piercing Thrust. You can use your action to perform a powerful penetrating thrust attack. Each creature in a 5 by 10 ft. line must make a Dexterity saving throw. A creature takes 2d6 + your Strength modifier piercing damage on a failed save, and half as much damage on a successful one. You can use this perk a number of times equal to your Strength modifier (minimum of 1). You regain all uses of this perk on a long rest.

Rapier

    Precision Strike. When you take the Attack action, you can make a Wisdom (Perception) check contested by the target’s Insight. If you win the contest you spot a weak point of an opponent’s defenses, treating the target’s AC as 10 + Dexterity modifier until the end of your turn.

Riposte. When a creature misses you with a melee attack, you can use your reaction to make a rapier attack against that creature.

Scimitar

    On Guard. When a creature misses you with a melee attack, you can use your reaction to make a scimitar attack against that creature.

Flourish. As a bonus action, you can make a scimitar attack. On a hit, your attack deals additional damage equal to your Dexterity modifier.

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Shortsword

    Rend. When you hit a creature with a shortsword attack, you can forgo the normal weapon damage, if you do, the creature takes damage equal to your Strength or Dexterity modifier (your choice) and you give the creature a bleeding wound. At the start of each of its turns, the creature must succeed on a Constitution saving throw, or take 2d6 slashing damage. Any creature can end the effect by using their action to make a successful Wisdom (Medicine) check. Any amount of healing also ends the effect. Undead and Constructs are immune to this effect.

Trident

    Piercing Parry. When a creature hits you with a melee weapon attack, you may use your reaction to attempt to catch their weapon between the prongs of your trident, parrying their attack while stabbing into them. Make an attack roll with your trident. If the result of this roll equals or exceeds their attack roll, their attack misses and you roll your normal damage.

War Pick

    Armor Piercer. When you make a war pick attack against a creature wearing armor, add 1d4 to your attack roll.

Rupture. When you hit a creature with a war pick attack, you can forgo the normal weapon damage, if you do, the creature takes damage equal to your Strength modifier and you give the creature a bleeding wound. At the start of each of its turns, the creature must succeed on a Constitution saving throw, or take 2d6 slashing damage. Any creature can end the effect by using their action to make a successful Wisdom (Medicine) check. Any amount of healing also ends the effect. Undead and Constructs are immune to this effect.

Warhammer

    Disorienting Blow. When you hit a creature with a melee weapon attack. On a hit, you can forgo the normal weapon damage, if you do, the creature takes damage equal to your Strength modifier and the creature must succeed on a Wisdom saving throw or they begin babbling and are incapable of normal speech or spellcasting until the end of their next turn.

Whip

    Snaring Lash. When you hit a creature with a whip attack, you may snap your whip around a creature that is Large or smaller. The target must succeed on a Strength saving throw, or become restrained. A creature can use its action to make a Strength check, freeing itself or another creature within its reach on a success. You cannot make whip attacks while also restraining a creature.

CHAPTER 5 | DUNGEON MASTER'S TOOLS

MARTIAL RANGED WEAPONS

Blowgun

    Sleep Dart. When you take the Attack action, you can forgo one of your attacks to shoot a sleep dart. Make a blowgun attack against a creature within range, on a hit roll 4d8; if the creature’s total hit points is less than the total rolled, it falls unconscious for 1 minute, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Once you use this perk, you can’t use it again until you finish a short or long rest.

Poison Dart. When you take the Attack action, you can forgo one of your attacks to shoot a poison dart. Make a blowgun attack, on a hit, deal 1d6 poison damage and the creature must succeed on a Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Crossbow, Hand

    Dual Shooter. While wielding a crossbow in each hand, you can make a hand crossbow attack as a bonus action.

Reflex Shot. You can make a hand crossbow attack as an opportunity attack.

Crossbow, Heavy

    Concussive Shot. When you hit a creature with a heavy crossbow attack. On a hit, you can forgo the normal weapon damage, if you do, you deal damage equal to your Dexterity modifier and the target must succeed on a Constitution saving throw or be stunned until the end of their next turn or it takes damage. You can’t use this perk again until you finish a short or long rest.

Broad Side of a Barn. Some enemies are so large, you find their weak spots much easier to hit. When you hit a Huge or larger creature with a heavy crossbow attack, add an additional 1d4 to your damage roll.

Longbow

    Shoot and Stab. When you take the attack action to make a longbow attack, you can use your bonus action to make a melee attack with an arrow. The attack deals 1d4 + your Strength or Dexterity modifier piercing damage.

True Eye Shot. Your honed skills with the bow become so remarkable, there are some moments where you find yourself unable to miss. As a bonus action you call upon all your experience, your next ranged weapon attack hits a creature of your choice within range. Once you use this perk, you can’t use it again until you finish a long rest.

Net

    Safety Net. While you are wielding a net, other creatures provoke an opportunity attack from you when they enter your reach. This attack must be made with a net.

Spiked Net. When you hit with a net attack, deal 2d4 piercing damage. Each time the creature fails to escape the net, it takes 1d4 piercing damage. Once you use this perk, you can’t use it again until you finish a long rest.

Reinforced Net. When you hit with a net attack, the net's AC and DC to escape become 15, and its HP becomes 10. Once you use this perk, you can’t use it again until you finish a long rest.

ARMOR AND SHIELDS

Unarmored

    Swift. While not wearing any armor, increase your movement speed by 5 feet.

Light Armor

    Agile. While wearing light armor, gain a bonus to Dexterity ability checks equal to 1d4.

Medium Armor

    Durable. While wearing medium armor, gain a bonus to Constitution saves equal to 1d4.

Heavy Amor

    Vigor. While wearing heavy armor, ignore half of your armor's weight when determining carrying capacity.

Shield

    Shield Bash. When you take the Attack action, you can replace one attack with a shield bash. The creature must succeed on a Constitution saving throw or it is stunned until the start of its next turn. Once you use this perk, you can’t use it again until you finish a short or long rest.