Weapon Options

Special Game Rules

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Weapon Options

Post by Flession » Tue Sep 29, 2020 9:11 am

Weapon Options

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 Maneuvers for specific Weapons, giving them a distinct impact on the battlefield.

Unless specified otherwise, any of the Maneuvers described here 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 + the attacker's Proficiency Bonus + the attacker's Strength or Dexterity modifier (attacker's choice). Unless specified, these Maneuvers have only their listed Effect and don't deal normal weapon damage.

List of Weapon Types
Swords
Polearms and Axes
Hammers and Bludgeons
Thrown Weapons
Net
Ranged Weapons
Monk Weapons and Unarmed Attack
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Swords

Post by Flession » Tue Sep 29, 2020 9:14 am

Swords

Greatsword
Arcing Slash. When you Attack with a Greatsword, you may choose to target two creatures within your reach with a single Attack. This Attack uses the same Attack roll for both Targets and deals slashing damage equal to 1d6 plus your Strength modifier to each target.

Grinding Halt. Whenever you must make a Strength saving throw to avoid being moved against your will, you can dig the blade of your Greatsword into the ground as a Reaction. Roll 2d6 and add the number rolled to the saving throw. If the Effect pushing you does not have a saving throw, you move 5 feet fewer.

Longsword
Lock Blades. When a creature attacks you with a weapon, you may use your Reaction to attempt to lock blades and parry their Attack. Make an Attack roll with your Longsword. You have advantage on this roll if you are wielding your Longsword with two hands. If the result of this roll equals or exceeds their Attack roll, their Attack misses.

Short Draw. As an Attack, you may draw a sheathed one-handed sword and make an Attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This Attack deals no damage, but the next Attack roll made against the target has advantage. You must have at least one hand free to take this action.

Rapier
Main Gauche. While wielding both a Rapier and a Dagger, you may use a Reaction after being attacked to roll a d4 and add the result to your Armor Class until the end of the attacker’s turn.

Lock Blades. When a creature attacks you with a weapon, you may use your Reaction to make an Attack roll with your Rapier. If the result of this roll equals or exceeds their Attack roll, their Attack misses.

Scimitar
Bloody Wound. When you hit a creature with a Scimitar, you can choose to make a superficial but bloody wound. The Attack deals no damage, but the target takes 1d6 slashing damage at the beginning of each of its turns until it makes a DC 10 Wisdom (Medicine) check as an action to stop the bleeding or until it receives magical Healing. A creature can have only one bloody wound at a time.

Short Draw. As an Attack, you may draw a sheathed one‑handed sword and make an Attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This Attack deals no damage, but the next Attack roll made against the target has advantage. You must have at least one hand free to take this action.

Shortsword
Close Quarters Combat. When you successfully grapple a creature or escape a grapple, you may make a single Attack with a short sword as a Bonus Action. Additionally, whenever a creature fails to escape a grapple with you, you may make a single Attack with a short sword as a Reaction.

Short Draw. As an Attack, you may draw a sheathed one‑handed sword and make an Attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This Attack deals no damage, but the next Attack roll made against the target has advantage. You must have at least one hand free to take this action.
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Polearms and Axes

Post by Flession » Tue Sep 29, 2020 9:20 am

Polearms and Axes

Battleaxe
Crushing Blow. As an action, you can make a single Attack roll with your Battleaxe against an armored or naturally armored creature within 5 feet of you. If the Attack hits, the target’s AC is permanently reduced by 1 until its armor is repaired, but cannot be reduced below 10 + the target’s Dexterity modifier. This Attack has no Effect on creatures with magical armor, unless your Battleaxe is also magical.

Glaive
Disarming Parry. When a creature attacks you with a weapon, you may use your Reaction to catch their weapon in your glaive’s hook and disarm them. Make an Attack roll with your Glaive. If the result of this roll equals or exceeds their Attack roll, their Attack misses and they must succeed on a Strength saving throw or drop their weapon.

Trip. As an Attack while you are wielding a Glaive, you may sweep your opponent’s legs in an attempt to trip them. Make an Attack roll against a Large or smaller creature. If the Attack hits, it must succeed on a Strength saving throw or fall prone.

Halberd
Rebuff. As an Attack while you are wielding a Halberd, you may use the haft of your weapon to rebuff up to two adjacent creatures. Make a single Attack roll against one or two adjacent creatures within 5 feet of you. If the Attack hits a target, you push it up to 10 feet away from you.

Trip. As an Attack while you are wielding a Halberd, you may sweep your opponent’s legs in an attempt to trip them. Make an Attack roll against a Large or smaller creature. If the Attack hits, it must succeed on a Strength saving throw or fall prone.

Lance
Charge. If you move at least 20 feet straight toward a creature before hitting it with a lance Attack, the target takes an extra 1d12 piercing damage and must make a Strength saving throw. On a failure, the target falls prone.

Repel Charge. As an action, you can set your lance against a charge. If a creature moves at least 20 feet straight toward you and attacks you, you may use your Reaction to make an Attack with your lance. If this Attack hits, it is an automatic critical hit and the target must make a Strength saving throw. On a failure, it falls prone and falls off its mount if it is mounted.

Pike
As it is a polearm, a pike-wielder always has access to the disarming parry and trip Maneuvers (see “Glaive”).

Phalanx. If you are adjacent to at least two other pike-wielders, your pike attacks have advantage.

Repel Charge. As an action, you can set your pike against a charge. If a creature moves at least 20 feet straight toward you and attacks you, you may use your Reaction to make an Attack with your pike before the attacker makes its Attack roll. If your Attack hits, it is an automatic critical hit, and the target has disadvantage on its Attack roll.

Quarterstaff
Vault. You can use your Quarterstaff 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 to a creature at the end of this jump, you can make a single Attack with your Quarterstaff as part of this action.

Trident
Pin. As an action, make an Attack roll against a Medium creature you are Grappling. If the Attack hits, you catch one of the target’s limbs between the tines and bury the Trident in the ground, restraining the creature until the weapon is dislodged. The target may make a Strength or Dexterity saving throw (their choice) at the end of each of their turns to escape.

Disarming Parry. When a creature attacks you with a weapon, you may use your Reaction to catch their weapon in your trident’s tines and disarm them. Make an Attack roll with your Trident. If the result of this roll equals or exceeds their Attack roll, their Attack misses and they must succeed on a Strength saving throw or drop their weapon.
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Hammers and Bludgeons

Post by Flession » Tue Sep 29, 2020 9:24 am

Hammers and Bludgeons

Club
Improvised Clobber. If you are using an Improvised Weapon that counts as a club, you may choose to strike with such force that your weapon breaks. As an action, make a single club Attack. On a hit, this Attack is an automatic critical hit and your improvised club breaks.

Blackjack. Make a single Attack roll with your club against a Humanoid target. If the Attack hits, it does no damage, but the target must make a Constitution saving throw or be Stunned until the beginning of its next turn.

Flail
Chain Garrote. While wielding a flail, you may attempt to grapple a creature by looping the chain of your flail around its neck. While Grappled in this way, the creature cannot speak, cannot breathe, and has disadvantage on Attack rolls against you. If you surprised the creature with this grapple, it cannot hold its breath and immediately begins Suffocating. Creatures that you cannot grapple or do not need to breathe are unaffected by this maneuver.

Shield Snare. As an action while wielding a flail, you may make a single Attack roll against a target carrying a Shield or a similar defensive tool. This Attack ignores any bonus to AC granted by the Shield and deals normal weapon damage. If the Attack hits, the target must also make a Strength saving throw. On a failure, its Shield is pulled from its grip and lands at its feet.

Greatclub
Hurling Impact. As an action, you can make a single Attack roll with your Greatclub against a Medium or smaller target. If the Attack hits, it does normal weapon damage and the target must make a Strength saving throw. On a failure, the target is pushed up to 5 feet away from you. On a critical hit, this Attack does 2d8 extra damage and the Greatclub breaks.

Ribshatter. Make a single Attack roll with your Greatclub against a Humanoid target. This Attack does normal weapon damage and the target must make a Constitution saving throw. On a failure, it is Stunned until the beginning of its next turn. If the damage you dealt was greater than the creature’s maximum hit dice, it is Stunned until the end of its next turn.

Mace and Morningstar
Bruising Blow. As an action, make a single Attack roll with your mace or Morningstar against a living creature. If the Attack hits, it deals normal weapon damage and the target must make a Constitution saving throw. On a failure, the target does not add its Dexterity modifier to its AC until the end of your next turn or until it is treated with a successful DC 10 Wisdom (Medicine) check.

Ribshatter. Make a single Attack roll with your mace or Morningstar against a Humanoid target. This Attack does normal weapon damage and the target must make a Constitution saving throw. On a failure, it is Stunned until the beginning of its next turn. If the damage you dealt was greater than the creature’s maximum hit dice, it is Stunned until the end of its next turn.

Maul
Crushing Blow. As an action, you can make a single Attack roll with your maul against an armored or naturally armored creature. If the Attack hits, the target’s AC is permanently reduced by 1 until its armor is repaired, but it cannot be reduced below 10 + the target’s Dexterity modifier. This Attack has no Effect on creatures with magical armor unless your maul is also magical.

Hurling Impact. As an action, you can make a single Attack roll with your maul against a Medium or smaller target. If the Attack hits, it does normal weapon damage, and the target must make a Strength saving throw. On a failure, the target is pushed up to 15 feet away from you.

War Pick
Piercing Point. As an action, you may pinpoint a weak point of an opponent’s armor and make a single Attack with your War Pick against it. This Attack pierces armor, treating the target’s AC as 10 + their Dexterity modifier. On a hit, this Attack does normal weapon damage.

Trip. As an Attack while you are wielding a War Pick, you may hook your opponent’s leg in an attempt to trip them. Make an Attack roll against a Medium or Small creature. If the Attack hits, it must succeed on a Strength saving throw or fall prone.

Warhammer
Bruising Blow. As an action, make a single Attack roll with your Warhammer against a living creature. If the Attack hits, it deals normal weapon damage, and the target must make a Constitution saving throw. On a failure, the target does not add its Dexterity modifier to its AC until the end of your next turn or until it is treated with a successful DC 10 Wisdom (Medicine) check.

Sundering Strike. As an Attack, make an Attack roll with your Warhammer against a creature wielding a weapon, including natural Weapons. If the Attack hits, the weapon is damaged, and all attacks made with this weapon have disadvantage. Another sundering strike destroys the weapon. This Attack has no Effect on magical Weapons unless your Warhammer is also magical.

Whip
Bullwhip. As part of your Attack action, make a whip Attack against a beast or a creature with an Intelligence score of 2 or lower. The target must make a Wisdom saving throw or be Frightened of you until the end of its next turn.

Snare. As part of your Attack action, you may snap your whip around a creature or its weapon. If you target the weapon, the creature must make a Strength saving throw or drop its weapon at its feet. If you target the creature, it must make a Strength saving throw or be Restrained. It may repeat this saving throw at the end of each of its turns. You cannot make whip attacks until the Restrained condition is ended.
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Thrown Weapons

Post by Flession » Tue Sep 29, 2020 9:27 am

Thrown Weapons

Dagger
These Maneuvers can also be used with dagger-like bladed throwing Weapons such as shuriken or kunai.

Pinning Point. When you make a melee or ranged weapon Attack with a Dagger, you may attempt to pin a Large or smaller creature to a wall or surface by catching their clothing with the knife’s point. This maneuver can be used against creatures without clothing at the GM’s discretion. Make an Attack roll; if the Attack hits, the target must make a Strength saving throw. On a failure, the target’s speed is reduced to zero until the Dagger is removed. The target can make another Strength saving throw as an action on its turn.

Concealed Blade. Instead of making a Dexterity (Stealth) check to hide yourself, you may make a Dexterity (Sleight of Hand) check—contested by an active or passive Wisdom (Perception) check—to conceal your Dagger. As an action, you may make a weapon Attack with a concealed Dagger against a creature that has not yet acted in Combat. This Attack has advantage.

Handaxe
Pinning Edge. When you make a melee or ranged weapon Attack with a hand axe, you may attempt to pin a Large or smaller creature to a wall or surface by catching their clothing with the axe’s edge. This maneuver can be used against creatures without clothing at the GM’s discretion. Make an Attack roll; if the Attack hits, the target must make a Strength saving throw. On a failure, the target’s speed is reduced to zero until the axe is removed. The target can make another Strength saving throw as an action on its turn.

Javelin
Fearsome Accuracy. As an Attack, you may throw your Javelin at a creature at the very limit of your range. Make an Attack roll against a creature exactly 120 feet away. If the Attack hits, the creature takes normal damage and must make a Wisdom saving throw. On a failure, the creature becomes Frightened of you for 1 minute.

Trip. As a melee weapon Attack while you are wielding a Javelin, you may sweep your opponent’s legs in an attempt to trip them. Make an Attack roll against a Large or smaller creature. If the Attack hits, it must succeed on a Strength saving throw or fall prone.

Light Hammer
Dazing Blow. As an action, you may make a single ranged weapon Attack with a Light Hammer. If the Attack hits, the target must make a Constitution saving throw or be Incapacitated until the end of its next turn.

Sunder Joints. When you make a melee weapon Attack with a Light Hammer against a creature in medium or Heavy Armor, you may choose to damage the joints of their armor instead of dealing damage to the creature. If the Attack hits, the creature’s Movement is reduced by 10 feet until the end of their next turn. This reduction is not cumulative.
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Net

Post by Flession » Tue Sep 29, 2020 9:29 am

Net

Nets have the unique property, Ensnaring, described below.

Ensnaring: A Large or smaller creature hit by a net is Restrained until it is freed. A net has no Effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the Effect and destroying the net.

Blinding Binds. Instead of restraining your foe, you may instead wrap the thick cords of your net around a single creature’s head. A Large or smaller creature hit by a net when you use this maneuver is Blinded but is not Restrained, until the net is removed.

Wing-Wrapping Net. Instead of restraining a flying creature, you may Entangle its wings in your net. A Huge or smaller winged creature hit by a net when you use this maneuver has its fly speed reduced to 0 (but is not restrained) until the net is removed.
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Ranged Weapons

Post by Flession » Tue Sep 29, 2020 9:36 am

Ranged Weapons


Blowgun
A Blowgun has no specific Maneuvers to use in Combat, but a character with a poisoner’s kit (50 gp) can spend a Short Rest creating one of the following simple Poisons. Applying a poison to a Blowgun dart is a Bonus Action, and each vial of poison has 10 uses before it must be created again. A poison’s Effects are in addition to the 1 piercing damage dealt by a blow dart.

Deathtoad Toxin. A creature hit by a dart coated with this poison must make a DC 10 Constitution saving throw. On a failure, it takes 2d6 poison damage.

Chuul Ichor. A creature hit by a dart coated with this poison must make a DC 10 Constitution saving throw. On a failure, it is Paralyzed until the beginning of its next turn.

Svirfneblin Wooziness Tonic. A creature hit by a dart coated with this poison must make a DC 10 Constitution saving throw. On a failure, it is Poisoned until the end of its next turn.

Composite Bow
The composite bow’s unique construction gives it an incredibly heavy draw, making it usable only by the strongest archers. Characters with Strength 14 or lower have disadvantage on attacks made with a Composite Bow and cannot use these maneuvers.

Power Shot. When you make an Attack with a Composite Bow, you may take a penalty on your Attack roll equal to your Strength modifier. This penalty must be applied before the roll is made. If the Attack hits, it deals additional damage equal to twice your Strength modifier.

Staggering Shot. As an action while wielding a Composite Bow, you may make a single ranged weapon Attack. If this Attack hits, the enemy takes full weapon damage and must make a Constitution saving throw. On a failure, the target’s speed is reduced to 0 until the end of its next turn.


Heavy Crossbow and Light Crossbow


Shrapnel Shot. As an action, make a single Attack with your crossbow against an unattended object. The Attack deals double damage to the target. If the object is destroyed, it explodes into a cloud of shrapnel. Choose one of the following options:
  • Creatures within 5 feet of the object must make a Dexterity saving throw, taking 1d6 piercing damage on a failure.
  • A creature adjacent to the object must make a Constitution saving throw. On a failure, the creature is Blinded until the beginning of your next turn.
Patient Shot. You carefully align your crossbow’s sights over your target. As an action in a turn that you have not moved, you may make a single crossbow Attack with advantage.

Hand Crossbow

Concealed Sidearm. Instead of making a Dexterity (Stealth) check to hide yourself, you may make a Dexterity (Sleight of Hand) check—contested by an active or passive Wisdom (Perception) check—to conceal your Hand Crossbow. As an action, you may make a weapon Attack with a concealed crossbow against a creature that has not yet acted in Combat. This Attack has advantage.

Rapid Shot. You rapidly reload your Hand Crossbow, throwing off your aim but allowing you to make an additional Attack this turn. As a Bonus Action, you may reload your Hand Crossbow and make an Attack with it against a target within 30 feet. This Attack has disadvantage.

Longbow and Shortbow
Pinning Shot. When you make an Attack with a bow, you may attempt to pin a Large or smaller creature to a wall or surface by catching their clothing with the arrow’s point. This maneuver can be used against creatures without clothing at the GM’s discretion. Make an Attack roll; if the Attack hits, the target must make a Strength saving throw. On a failure, the target’s speed is reduced to 0 until the arrow is removed. The target can make another Strength saving throw as an action on its turn.

Distracting Shot. As an action, make a single Attack with your bow. You intentionally miss your target but give an ally the chance to Attack while it is distracted. The next Attack roll against the target has advantage if it is made before the beginning of the target’s next turn.

Trick Shot. As an action, make a single stylish bow Attack with disadvantage. If the lower roll would also hit the target, you automatically score a critical hit.

Sling
Underdog Strike. As an action, you may make a single ranged weapon Attack with your sling against a creature at least 1 size category larger than you. This Attack deals normal weapon damage, and an extra 1d4 bludgeoning damage per size category difference.

Headcrack. As an action, you may make a single ranged weapon Attack with your sling. If the Attack hits, the target must make a Constitution saving throw or be Stunned until the beginning of its next turn.
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Monk Options

Post by Flession » Mon Oct 04, 2021 12:14 am

Monk Weapons and Unarmed Attacks


The following maneuvers can only be used by monks and only as long as they are proficient with and wielding the appropriate weapon. If a maneuver requires a creature to make a saving throw, it uses your ki save DC. Using any of these maneuvers is considered an Attack action.


The bō (sometimes redundantly called a bo staff in the West and a kon in Okinawa) is a nearly 6-foot-long fighting staff used most frequently in Okinawan martial arts. Monks that follow the Way of the Open Hand typically learn to fight with a bō during their training. This weapon is mechanically identical to a quarterstaff, and a monk can also use these maneuvers while wielding a quarterstaff.

Lunge. As an action, you can make a single melee attack roll with your bō against an enemy within 10 feet of you. If the attack hits, you can switch positions with the target, as long as nothing physically prevents the target from moving.

Vault. You can use your bō 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 to a creature at the end of this jump, you can make a single attack with your bō as part of this action.

Daitō
The term daitō refers to any Japanese longsword, including the famous katana. Most daitō are curved blades with a single slashing edge, though some ancient Japanese swords like the chokutō or the tsurugi were straight blades with two slashing edges, not unlike the European longsword. The daitō is mechanically identical to a longsword, and a monk can also use these maneuvers while wielding a longsword.

Death in a Single Stroke. On the first round of combat, you may spend 1 ki point to make a single melee attack with your daitō as an action. This attack scores a critical hit on a roll of 19 or 20. If this attack does score a critical hit, you may spend an additional ki point to cause the
attack to deal an additional 2d8 damage. These damage dice are not doubled by the critical hit.

Lock Blades. When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Make an attack roll with your longsword. You have advantage on this roll if you are wielding your longsword with two hands. If the result of this roll equals or exceeds their attack roll, their attack misses.

Short Draw. As an attack, you may draw a sheathed onehanded sword and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action.

Kanabō
In feudal Japan, the kanabō was a two-handed club lined with metal studs, often used by samurai. It was also a weapon said to be wielded by the mythical oni, and as such, an oni can also use these maneuvers while wielding a kanabō. This weapon is mechanically identical to a greatclub, and a monk can also use these maneuvers while wielding a greatclub.

Crushing Blow. As an action, you can make a single melee attack roll with your kanabō against an armored or naturally armored creature. If the attack hits, the target’s AC is permanently reduced by 1 until its armor is repaired but cannot be reduced below 10 + the target’s Dexterity modifier. This attack has no effect on creatures with magical armor unless your kanabō is also magical.

Reckless Swing. The first attack you make with a kanabō this turn deals an extra 2d6 bludgeoning damage. If you miss with this attack, the target can make an attack against you as a reaction unless you spend 1 ki point.

Ōdachi
The ōdachi is a large sword with a single cutting edge, typically used by samurai in the Muromachi period. These massive swords carried immense power, and fighting with one emphasized strong, downward cuts. Just like the German zweihänder and Scottish claymore, ōdachi were rarely worn on a warrior’s person. Typically, a follower would carry the sword and hold its scabbard as the warrior drew the weapon. The ōdachi is mechanically identical to a greatsword, and a monk can also use these maneuvers while wielding a greatsword.

Arcing Slash. When you make a melee weapon attack with an ōdachi, you may choose to target two creatures within your reach with a single attack. This attack uses the same attack roll for both targets and deals slashing damage equal to 1d6 plus your Strength modifier to each target.

Grinding Halt. Whenever you must make a Strength saving throw to avoid being moved against your will, you can dig the blade of your ōdachi into the ground as a reaction. Roll 2d6 and add the number rolled to the saving throw. If the effect pushing you does not have a saving throw, you move 5 feet fewer.

Overhand Cleave. When you make a melee weapon attack with an ōdachi, you may make the attack with disadvantage. If the attack hits, it deals an additional 1d6 damage.

Ono
As with most monk weapons, the ono or masa-kari axe was not designed for war but was adapted from farmers’ tools. This simple battleaxe is strongly associated with the legendary folk hero Kintarō, a child of superhuman strength raised by a yōkai spirit atop a mountain. This weapon is mechanically identical to a battleaxe, and a monk can also use this maneuver while wielding a battleaxe. In the rare occasion that ono were made for war, they could have hafts up to six feet long, making it more akin to a halberd.

Crushing Blow. As an action, you can make a single attack roll with your ono against an armored or naturally armored creature within 5 feet of you. If the attack hits, the target’s AC is permanently reduced by 1 until its armor is repaired, but it cannot be reduced below 10 + the target’s Dexterity modifier. This attack has no effect on creatures with magical armor unless your ono is also magical.

Stone-Splitting Strike. As an action, you can spend 1 ki point and make a single attack roll with your ono against a creature within reach. If the target is resistant to slashing damage, this attack ignores its resistance. If the target is instead immune to slashing damage, it treats its immunity as a resistance to slashing damage instead.

Shuriken
The shuriken was the most iconic ninja weapon never actually used by ninja. Shuriken were disposable, concealed throwing weapons used by samurai to distract or poison enemies before striking with a blade. The popular image of a shuriken is a bladed throwing star, but other historical shuriken included the dart-shaped bo-shuriken and four-pointed throwing needles. This weapon is mechanically identical to a dart, and a monk
can also use these maneuvers while wielding a dart.

Distracting Barrage. When you make a ranged attack with a shuriken, you can spend 1 ki point to also manifest an illusory barrage of shuriken, granting you advantage on the attack roll.

Invisible Swordsman. As an action, you can make a single ranged attack roll with a shuriken against an enemy that cannot see you. The range of this attack is doubled. This attack does not reveal your location to your target, and the shuriken cannot be found unless a creature makes a
successful DC 15 Wisdom (Perception) check to search for it.

Tonfa
The tonfa was a traditional weapon in Okinawan armed martial arts. They are short clubs with a perpendicular secondary grip. This weapon is mechanically identical to a club, but a monk cannot use tonfa maneuvers while wielding a club.

Disarming Parry. By reversing your grip, the handle of the tonfa becomes a hook. When a creature attacks you with a weapon, you may use your reaction to catch their weapon in your tonfa’s hook and disarm them. Make an attack roll with your tonfa. If the result of this roll equals
or exceeds their attack roll, the creature’s attack misses, and it must succeed on a Strength saving throw or drop its weapon.

Focused Jab. The tonfa focuses all the force of a jab into a small point. You can spend 1 ki point as part of the Attack action to make your tonfa attacks ignore resistance to bludgeoning damage for 1 minute.

Unarmed Strike
The quintessential weapon of a martial artist, the unarmed strike is an easy way to simplify thousands of complex and unique martial arts into a single game mechanic. These maneuvers highlight the unique methods of certain martial styles without undoing this simplification.

Butterfly Kick. The xuan zi maneuver in real-life Chinese martial arts is an impractical acrobatic flourish, but in a fantasy setting, this kick can be used as a defensive technique. As an action, you can make a single melee attack roll with your unarmed strike. If this attack hits, you can immediately take the Dodge action, requiring no action.

Gentle Rebuke. Inspired by the martial art of jūdō, this maneuver allows a monk to defend themselves without attacking. Whenever you make an attack as a Reaction, you can make the attack a Gentle Rebuke. This attack does not deal damage, but you can choose to throw the target up to 10 feet away, where it lands prone. This attack has no effect if the target is more than one size category larger than you
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