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.

Flourish

Scimitars, Shortswords, and Rapiers

Feint an attack to throw your opponent Off Balance. The next attack against this creature is made with advantage.

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.

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.

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.

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.

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.

Tenacity

Morningstars, Flails, Greatclubs, Mauls

When you miss an attack, deal Bludgeoning damage equal to your Strength Modifier (or a minimum of 1).

Topple

Quarterstaves

Swipe at a creature to knock it Prone.

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.

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.

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.

Mobile Shot

Hand Crossbows and Blowguns

Make a Ranged Attack while moving.

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.

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.

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.