Weapon actions

Weapon actions are actions granted to a character based on the weapon they are wielding. Usually, these actions are special attacks that are superior in some way to normal attacks. Each type of weapon has its own set of weapon actions which helps distinguish weapon categories. For example, Longswords grant the , , and actions. Additionally, many special weapons have unique weapon actions on top of the ones granted by the weapon type.
Each weapon action is limited to one use per short rest unless otherwise specified.
In order to gain access to the weapon actions from a weapon, a creature must be proficient in that weapon type and have it equipped in the main hand or both hands. Off-hand weapons do not grant weapon actions.
== Weapon action DC ==
Many weapon actions are attacks that can inflict debilitating conditions on the target. For these attacks, the target gets to make a saving throw to avoid suffering the condition. The Difficulty Class (or DC) for saving throws is calculated similarly to spell save DC except for two differences: First, the spellcasting ability modifier is replaced with the ability score modifier of either Strength or Dexterity, whichever is higher. Second, each weapon action can grant its own inherent bonus DC that isn't listed anywhere, but most frequently it's +2. To express all this mathematically:
Certain weapon action instead use Hybrid DC which allows a user to either use their spell save DC or weapon action DC with a +2 bonus, whichever is higher. Other unique weapon actions always use the spell save DC. In all cases, the type of DC and any inherent bonus is listed in the tables below.
Prior to Patch 5, weapon actions instead had a base DC of 10 but did not add the proficiency bonus to the DC, leading to an overall lower DC after proficiency bonus increases at level 5. This was changed to the above formula after patch 5.
== Basic weapon actions ==
The following weapon actions are granted by different weapon types. All weapons in given category will have the specified weapon actions.
=== Basic melee weapon actions ===
Weapon action	Associated weapons	Cost	Effect 	Damage
 	 	 	Inflict 
* 
* Weapon action DC
* 	1d4 
* Inherits weapon damage type
 	 	 	Reroll melee damage rolls and take the higher value
*	-
 	 	 	Strike up to 3 targets
* 	Halved weapon damage 
* Any bonus damage is not halved, e.g. from or
 	 	 	Inflict 
* 
* Hybrid DC
* 	Weapon damage
 	 	 	Inflict 
* 
* Weapon action DC + 2
* 	1d4 
* Inherits weapon damage type
 	 	 	Target drops weapon
* 
* Weapon action DC + 2	1d4 
* Inherits weapon damage type
 	 	 	Inflict 
* 
* Weapon action DC + 2
* 	
* Non-lethal damage
 	 	 	Inflict 
* 
* Weapon action DC + 2
* 	1d4 
* Inherits weapon damage type
 	 	 	Inflict 
* 
* Weapon action DC + 2
* 	Weapon damage
 	 	 	Inflict 
* 
* Weapon action DC + 2
* 	Weapon damage
 	 	 	Inflict 
* 
* Weapon action DC + 2
* 	
* Non-lethal damage
 	 	 	Extra damage on melee attacks this turn	Strength modifier
 	 	+ 	Charge up to awayInflict 
* 
* Weapon action DC
*	1d4 
* Inherits weapon damage type
 	 	 	Inflict damage on a miss
* 	Strength modifier 
* Minimum 1 damage
 	 	 	Inflict 
* 
* Weapon action DC + 2
* 	
* Non-lethal damage
 	 	 	Inflict 
* 
* Weapon action DC + 2
* 	1d4 
* Inherits weapon damage type
* Non-lethal damage
=== Basic ranged weapon actions ===
Weapon action	Associated weapons	Cost	Effect 	Damage
 	 	 	Reroll ranged damage rolls and take the higher value
*	-
 	 	 	Inflict 
* 
* Weapon action DC + 2
* 	Weapon damage
 	 	 	Make a bonus action attack after using or	Weapon damage
 	 	 	Inflict 
* 
* Weapon action DC + 2
* 	Weapon damage
== Unique weapon actions ==
The following weapon actions are available only on specific weapons. These actions are granted in addition to the basic weapon actions associated with the weapon category.
=== Unique melee weapon actions ===
Weapon action	Associated weapons	Cost	Effect 	Damage
 	 	 	Push target back 
* 
* Spell save DC	
Weapon damage
+ Strength modifier
+
 	 	 	Deal extra damage based on amount of gold carried by the target
* Target's gold is consumed by this attack	
Weapon damage
+ Proficiency bonus per 300 gold
 	 	 	Deal damage to self. Apply to self.
*	-
 	 	 	Strike multiple targets in a line
*	
Weapon damage
+ Proficiency bonus
 	 	+ 	Command an ally to make a weapon attack
* Range: 
* Ally spends a on their turn to make the attack	Weapon damage + 1d8
 	 	 	Create a pool of around the target
* Reduces by 2
* 
*	
Weapon damage
+
 	 	 	Inflict 
* 
* Weapon action DC + 2
*	
Weapon damage
+
 	 	 	Inflict in an AoE
* 
* Weapon action DC + 2
* 
*	
Weapon damage
+
 	 	 	If not dual-wielding, make a bonus attack with this weapon
*	Weapon damage
 	 	 	Create a cloud of and hit every target inside
* 
*	Weapon damage
 	 	 	Strike up to 3 targets
* 
Inflict on self
*	
Half weapon damage
+ 
* Bonus damage such as from is not halved
 	 	 	Damage and push away enemies in an AoE
* Push equal to normal distance
* 
* Weapon action DC + 2
*	
Weapon damage
+
 	 	 	Strike multiple targets and inflict 
* 
* Spell save DC
* 
* Creates surface	
Weapon damage
+
 	 	 	Inflict 
* 
* Weapon action DC + 2
*	
Weapon damage
+ Proficiency bonus
 	 	 	Create area
* Provides against creatures inside
* 
*	
Weapon damage
+ Proficiency bonus
+
 	 	 	Inflict 
* 
* Weapon action DC + 2
*	
Weapon damage
+
 	 	 	Make an attack with your main-hand weapon
* If Belm is equipped in your offhand, the attack will not be made with Belm.
*	Weapon damage
 	 	 	Create aura that debuffs nearby enemies
* Affected enemies take extra damage when attacked
* Affected enemies take -1d4 penalty to all saving throws
* 
*	-
 	 	 	Create aura that buffs nearby allies
* Affected allies get 1d4 bonus to attack rolls and saving throws
* 
*	-
 	 	 	Create a which inflicts 
* 
* Spell save DC
* 
*	
Weapon damage
+ Proficiency bonus
+
 	 	 	Inflict on undead and fiends
* 
* Weapon action DC + 2
* 
* Has no effect on other creature types	
Weapon damage
+ Proficiency bonus
+ (only vs. undead and fiends)
 	 	 	Strike all enemies in a large cone
*	
Weapon damage
+ Proficiency bonus
 	 	 	Heal yourself 	
Weapon damage
+
 	 	 	Inflict and 
* 
* Weapon action DC + 2
* 
* The two conditions have separate saving throws
Deal to self	
Weapon damage
+ 
+
 	 	 	Inflict 
* 
* Weapon action DC + 2
*	
Weapon damage
+
 	 	 	Can attack without losing	
Weapon damage
+ Proficiency bonus
+
 	 	 	Inflict to large or greater targets
* 
* Weapon action DC + 2
*	
Weapon damage
+ Proficiency bonus
+ 2d6 (if target is large or greater)
 	 	 	Remove , , and 
* 	-
 	 	 	Hit all enemies in a radius
*	Weapon damage
 	 	 	Hit all creatures in a line. Inflict and push the targets back 
* 
* Spell save DC
* 
* 
* Deals half damage on successful save	
 	 	 	Rush forward up to hitting all enemies in the way. Inflict and push the targets back 
* 
* 
* Deals half damage on successful save	
=== Unique ranged weapon actions ===
Weapon action	Associated weapons	Cost	Effect	Damage
 	 	 	Increase damage of this weapon by 
*	-
 	 	 	Inflict 
* 
* Weapon action DC + 2
*	
Weapon damage
+ Proficiency bonus
 	 	 	Increase damage of this weapon by 
* 
Inflict 
* 
* Weapon action DC
*	
Weapon damage
+ Proficiency bonus
+
 	 	 	Inflict 
* 
*	
* Does not benefit from most damage bonuses including
 	 	 	Push target back 
* 
* Weapon action DC	Weapon damage
 	 	 	Pull target towards you
* 
*	Half weapon damage
* Does not benefit from most damage bonuses including
 	 	 	Enchant this weapon to inflict against undead
* Buff lasts 1 turn
* lasts 3 turns
* With , attacks do bonus damage against undead	-
=== NPC-specific weapon actions ===
These weapon actions are attached to weapons that are normally only available to certain creatures. As such, the only way for a player to access these weapon actions without exploits is to summon a creature wielding the associated weapon.
Weapon action	Associated weapons	Cost	Effect	Damage
 	 	 	Inflict 
* 
* 
*	
Weapon damage
+
 	 	 	Inflict 
* 
* 
*	
Weapon damage
+
 	 	 	Inflict in an AoE
* 
* 
*	
 	 	 	Inflict 
* 
* 
*	
Weapon damage
+
=== Inaccessible weapon actions ===
These weapon actions are attached to weapons that are no longer accessible through normal gameplay. They still can be accessed via third party tools.
Weapon action	Associated weapons	Cost	Effect 	Damage
 	 	 	Make a bonus action attack with this weapon
* 	Weapon damage
 	 	 	Apply to self
* 	
Weapon damage
+ Proficiency bonus
 	 	 	Inflict 
* 
* Weapon action DC + 2
* 	
Weapon damage
+
 	 	 	Inflict 
* 
* Weapon action DC
* 	Weapon damage
* Non-lethal damage
 	 	 	After scoring a critical hit, can make a bonus action attack with your main hand weapon	Weapon damage
 	 	 	Additional effect not implemented 	
Weapon damage
+ Proficiency bonus
== Conditions inflicted by weapon actions ==
Condition	Inflicted by / Saving Throw	Saving Throw Penalty	Additional Effects 	Removed by
 	
 Lacerate (CON) 	
* Constitution 	Inflicts 2 per turn for 2 turns 	Healing
 	
 Heartstopper (CON) 	
* Constitution 	One fewer for 2 turns 	Healing
 	
 Crippling Strike (CON) 	
* Dexterity 	Movement Speed reduced to 0 	Healing
 	
 Concussive Smash (CON)
 Pommel Strike (CON)	
* Wisdom 	Can't take reactions, loses Dexterity bonus to 	Ally Help
 	
 Piercing Shot (CON)
 Piercing Strike (CON)	- 	Receive additional 2 damage from attacks for 2 turns	Healing
 	
 Hamstring Shot (CON) 	- 	Movement Speed halved 	Healing
 	
 Rush Attack (STR)
 Flourish (DEX)	
* Strength
* Dexterity	to attackers 	Ally Help or taking damage
 	
 Topple (STR)
 Backbreaker (DEX)	
* Strength
* Dexterity	to nearby attackers 	Using half of Movement Speed
 	
 Weakening Strike (STR) 	
* Strength
* Dexterity	on attacks 	Ally Help
== Notes ==
Category:Actions