Weapon Actions
Homebrew weapon action rules adapted from and inspired by Baldur's Gate III
Adapted from BG3 Weapon Actions for Tabletop
Core Rules
Weapon actions are special actions tied to a weapon you are wielding. Every weapon has at least 1 weapon action and in order to use the weapon action you must have the appropriate weapon proficiency. Some actions take a Bonus Action while others replace an attack you make. A weapon Action must be made with the weapon tied to it and cannot be made as part of casting a spell or another Weapon Action. Additionally, the Attack being replaced must have been made as part of taking an Action or Bonus Action on your part. For instance, you cannot take a Weapon Action as a Reaction, even if your Battle Master fighter friend lets you make an attack as a Reaction. At the same time, if you are engaged in Two weapon fighting with a Sickle and a Dagger, only your dagger can use the Piercing Strike Action.
Overview
Melee Weapons
| Weapon Name | Weapon Action(s) |
|---|---|
| Club | Concussive Smash |
| Daggers | Piercing Strike |
| Handaxes | Lacerate |
| Javelins | Piercing Strike |
| Light Hammers | Concussive Smash |
| Maces | Concussive Smash |
| Sickles | Lacerate |
| Quarterstaves | Topple |
| Spears | Rush Attack |
| Greatclubs | Tenacity, Concussive Smash |
| Flails | Tenacity, Concussive Smash, Weakening Strike |
| Morningstars | Tenacity, Concussive Smash, Crippling Strike |
| Rapiers | Piercing Strike, Weakening Strike, Flourish |
| Scimitars | Lacerate, Flourish |
| Shortswords | Flourish, Piercing Strike |
| Warpicks | Crippling Strike, Piercing Strike, Weakening Strike |
| Battleaxes | Cleave, Lacerate, Crippling Strike |
| Longswords | Lacerate, Rush Attack, Pommel Strike |
| Tridents | Rush Attack, Piercing Strike |
| Warhammers | Backbreaker, Concussive Smash, Weakening Strike |
| Glaives | Rush Attack, Lacerate, Brace(Melee) |
| Greataxes | Cleave, Lacerate, Prepare |
| Greatswords | Cleave, Lacerate, Pommel Strike |
| Halberds | Rush Attack, Lacerate, Cleave |
| Mauls | Tenacity, Backbreaker, Concussive Smash |
| Pikes | Rush Attack, Piercing Strike, Brace(Melee) |
Ranged Weapons
| Weapon Name | Weapon Actions |
|---|---|
| Blowguns | Mobile Shot |
| Darts | Piercing Shot |
| Light Crossbows | Piercing Shot |
| Short Bows | Hamstring Shot |
| Hand Crossbows | Piercing Shot, Mobile Shot |
| Heavy Crossbows | Piercing Shot, Brace(Ranged) |
| Longbows | Hamstring Shot, Brace(Ranged) |
| Slings | Weighted Bullet |
| Pistol | Weighted Bullet, Burst Fire |
| Revolver | Weighted Bullet, Burst Fire |
| Shotgun | Weighted Bullet, Burst Fire |
Melee Actions
Backbreaker
Warhammers and Mauls
You put extra force behind your strike to knock your enemy Prone.
Action Cost: 1 attack
Damage: 1d4 + Strength Modifier Bludgeoning
Condition: Prone
Duration: N/A
Special: N/A
Brace (Melee)
Glaives and Pikes
For the rest of your turn, roll Bludgeoning, Piercing, and Slashing damage twice and use the highest result.
Action Cost: Special*
Damage: N/A
Condition: N/A
Duration: End of turn
Special: You must spend 20 feet of movement as a free action on your turn to use this action
Cleave
Battleaxes, Greataxes, Halberds and Greatswords
Swing your weapon in a large arc to attack enemies clustered around you. They take half the damage of your weapon usually deals. Make an attack against each enemy within a 5 foot cone. Bonus damage effects are not halved, but each creature targeted in the cone is considered a separate attack.
Action Cost: 1 attack
Damage: Normal Weapon Damage / 2
Condition: N/A
Duration: N/A
Special: This attack has a Range of a 5 foot cone.
Concussive Smash
Clubs, Flails, Light Hammers, Maces, Morningstars, Warhammers, Greatclubs and Mauls
Action Cost: 1 attack
Damage: Normal Weapon Damage
Condition: Dazed
Duration: N/A
Hit an enemy with all your might to deal damage and Daze them. The affected creature may only take an Action, a Bonus Action or use their movement and they cannot take Reactions until the end of your next turn.
Crippling Strike
War picks, Morningstars and Battleaxes
Swing at an enemy's legs to deal damage and prevent them from getting away.
- Action Cost: 1 Attack
- Damage: 1d4 + Strength Modifier Slashing
- Condition Special
- Duration: Start of your next turn
- Special: Creature's Movement speed is reduced to 0
Flourish
Scimitars, Shortswords, and Rapiers
Feint an attack to throw your opponent Off Balance. The next attack against this creature is made with advantage.
- Action Cost: 1 Bonus Action
- Damage: N/A
- Condition Off-Balance
- Duration: Start of your next turn
Lacerate
All Weapons that deal Slashing damage
Slash at your target's vital points to make it bleed. The creature suffers 1d4 Slashing damage at the start of their next turn.
- Action Cost: 1 Attack
- Damage: Normal Weapon Damage
- Condition Bleeding
- Duration: End of your next turn
Piercing Strike
Rapiers, Daggers, Shortswords, Tridents, Javelins and Pikes
Stab an enemy and possibly inflict Gaping Wounds. The creature suffers 1d4 Piercing damage at the start of their next turn.
- Action Cost: 1 Attack
- Damage: Normal Weapon Damage
- Condition Gaping Wound
- Duration: End of your next turn
Pommel Strike
Longswords and Greatswords
Bludgeon an enemy with the pommel of your weapon and Daze them. The affected creature may only take an Action, a Bonus Action or use their movement and they cannot take reactions.
- Action Cost: 1 Bonus Action
- Damage: 1d4 + Strength Modifier Bludgeoning
- Condition Dazed
- Duration: End of your next turn
Prepare
Greataxes
You take extra care to ready your weapon and make the most of your strength. You spend 20 feet of movement to cause your attacks to deal extra damage equal to your Strength Modifier until the end of your turn.
- Action Cost: Special
- Damage: N/A
- Condition N/A
- Duration: End of your turn
- Special: You must spend 20 feet of movement to take this Action
Rush Attack
Longswords, Spears, Tridents, Glaives, Halberds, and Pikes
Charge forward and attack the first enemy in your way, pushing them Off Balance. The next attack against this creature is made with advantage. The movement from this action doesn't provoke Opportunity Attacks.
- Action Cost: 1 Attack
- Damage: 1d4+ Strength Modifier Damage type is inherited from the weapon
- Condition Off Balance
- Duration: Start of your next turn
- Special: You must be at least 5 feet away from your target to use this Action. Additionally, this attack causes you to charge up to 20 feet to your target.
Tenacity
Morningstars, Flails, Greatclubs, Mauls
When you miss an attack, deal Bludgeoning damage equal to your Strength Modifier (or a minimum of 1).
- Action Cost: 1 Reaction
- Damage: Strength Modifier
- Condition N/A
- Duration: N/A
- Special: You take the reaction in response to missing an attack with the equipped weapon
Topple
Quarterstaves
Swipe at a creature to knock it Prone.
- Action Cost: 1 Attack
- Damage: N/A
- Condition Prone
- Duration: N/A
Weaking Strikes
Rapiers, Warpicks, Flails and Warhammers
Target an enemy's attacking limbs and inflict Weakened. The creature has disadvantage on their next attack roll.
- Action Cost: 1 Attack
- Damage: 1d4 + Strength Modifier. Damage type is inherited from the weapon
- Condition Weakened
- Duration: End of your next turn.
Ranged Actions
Brace(Ranged)
Longbows and Heavy Crossbows
For the rest of your turn, roll Bludgeoning, Piercing, and Slashing damage twice and use the highest result.
- Action Cost: Special
- Damage: N/A
- Condition N/A
- Duration: End of your turn
- Special: You must spend 20 feet of movement to take this Action.
Hamstring Shot
Longbows and Shortbows
Shoot an enemy in the thigh and reduce their Movement Speed by 10 feet until the start of your next turn.
- Action Cost: 1 Attack
- Damage: Normal Weapon Damage
- Condition N/A
- Duration: Start of your next turn
Mobile Shot
Hand Crossbows and Blowguns
Make a Ranged Attack while moving.
- Action Cost: 1 Bonus Action
- Damage: Normal Weapon Damage
- Condition N/A
- Duration: N/A
- Special: You must have taken the Dash or Disengage action on your turn to take this Action
Piercing Shot
Light Crossbows, Heavy Crossbows, Darts and Hand Crossbows
Shoot a foe in the chest and inflict Gaping Wounds. The creature suffers 1d4 Piercing damage at the start of their next turn.
- Action Cost: 1 Attack
- Damage: 1d8 + Dexterity Modifier Piercing
- Condition: Gaping Wounds
- Duration: Start of your Next turn
Weighted Bullet
Slings and Firearms
Load up and launch a particularly weighty bullet into your weapon, Concussing your foe. The creature suffers 1d4 Bludgeoning damage at the start of their next turn.
- Action Cost: 1 Attack
- Damage: 1d4 + Dexterity Modifier Bludgeoning
- Condition: Concussed
- Duration: End of your Next turn
Burst Fire
Firearms
A weapon that has the burst fire property can spray a 10-foot-cube area in front of you with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses all pieces of ammunition in a fully loaded firearm.
- Action Cost: 1 Action
- Damage: Normal Weapon Damage
- Condition: N/A
- Duration: N/A
- Special: This attack has a Range of a 10 foot cube.