Weapon Techniques

Weapon Techniques are different ways in which Characters may use their weapons and unarmed strikes when they make an Attack with them.

### Learning Weapon Techniques

Weapon Techniques may be learned through the Weapon Techniques Starter Feat.

This may be gained as a Basic Feat at 1st Level, through certain Class Features, or through the Back to Basics Advanced Feat:

### Weapon Techniques (Basic Feat)

* Weapon Techniques represent different ways in which you can use Weapons and Unarmed Strikes when you make an Attack with them.
* You learn a number of Weapon Techniques equal to your Proficiency Bonus.
	+ The number of Weapon Techniques you can know at any time is always equal to your Proficiency Bonus.
	+ Whenever you Level Up you may change your choice of Weapon Techniques.
* For a list of Weapon Techniques, their effects and how they may be used, see **Weapon Techniques**.

### Compatibility with 5e

* The Weapon Techniques feat may be gained as a Fighting Style option, available to all Classes which may pick a Fighting Style.
* It may also be gained as a Feat, which in addition to granting Characters the benefits of the feat will also grant them +1 to an Ability Score of their choice.

### Compatibility with 5.5e

* The Weapon Techniques Feat replaces the Weapon Masteries feature for all Classes which gain the Weapon Masteries feature. All Classes with this feature learn and know Proficiency Bonus number of Weapon Techniques.

Classes other than Fighter may choose to learn a Fighting Style instead of the Weapon Techniques feature.

Fighters lose all benefits relating to Weapon Masteries and instead gain the following features at level 1, 7 and 13.

#### Level 1: Weapon Technique Prodigy

* You may change one Weapon Technique you know whenever you finish a Long Rest.

#### Level 7: Favorite Weapon

* Choose one Weapon type which you are Proficient in.
	+ Instead of a Weapon, you may choose your Unarmed Strikes
* When you use a Weapon Technique with this Weapon, you gain the following benefits:
	+ You do not forgo your Proficiency Bonus when using an Attack Technique
	+ When a creature makes a Saving Throw against the effects of a Strike Technique, you choose whether they must make a Strength or Dexterity Saving Throw against the effect.

#### Level 13: Additional Favorite Weapon

* You gain the benefits of the Favorite Weapon feature for an additional Weapon in which you are proficient, or alternatively your Unarmed Strikes

#### Level 13: Weapon Expert

* Once Per Turn, when you cause damage with a Favorite Weapon, the affected Targets take additional Damage equal to one roll of the Weapon's Damage Die.

### Using a Weapon Technique

Weapon Techniques may be used to modify an Attack you make with a certain Weapon. The description of each Weapon technique describes how the Weapon Technique modifies that Attack.

You may only apply one Weapon Technique at a time to any given Attack.

Some Weapon Techniques may only be used Once per Turn.

### Prerequisites

To use a Weapon Technique you must be proficient in the Weapon used as part of the Weapon Technique, as well as have learned the Weapon Technique you wish to use.

Additionally, most Weapon Techniques require the Weapon used as part of the Technique have certain Properties, such as the Melee, Ranged or Versatile Properties. These prerequisites may also include the type of physical damage the Weapon causes.

A Table Showing what Weapons from the High Fantasy Setting may be used with which Weapon Techniques is presented at the end of this Chapter.

#### Prerequisites and Unarmed Strikes

An Unarmed Strike is considered a Melee Weapon which deals Bludgeoning Damage for the purposes of determining whether it may be used with a Weapon Technique.

Unarmed Strikes which gain Properties such as the Finesse property through the Warrior class, or the Slashing or Piercing Properties from the Natural Weapons feature of certain Ancestries may qualify for additional Weapon Techniques.

#### Grappled Prerequisite

In some cases, a Weapon Technique requires you are Grappling a Character in order to use the Technique. In all such cases the Weapon Attack required for the Weapon Technique is an Unarmed Strike.

### Types of Weapon Technique

There are three types of Weapon Technique: Attacks, Strikes and Replacements.

The type of Weapon Technique determines how the Technique modifies the Attack.

#### Attack Techniques

Attack Techniques reduce the accuracy of the Attack by removing the proficiency bonus from the Attack's Roll, in exchange for an added benefit to the Attack.

Such Techniques are called "Attack Techniques", and always follow the naming convention "[Name] Attack"

In all cases, you must declare when you are using an Attack Technique before you make an Attack Roll, to ensure the reduced accuracy of the Attack is taken into account before the Attack Roll takes place.

#### Replacement Techniques

Replacement Techniques grant a benefit or effect in exchange for an Attack you could have made

Such Techniques are called "Replacement Techniques", and do not feature the words "Attack" or "Strike" in their name.

#### Strike Techniques

Strike Techniques replace the Attack you would have made entirely with a Strength or Dexterity Saving Throw, and typically result in both Damage and an Effect occurring if the Target fails that Saving Throw.

Such Techniques are called "Strike Techniques", and always follow the naming convention "[Name] Strike"

Strike Techniques require additional rules for converting an Attack Roll to a Saving Throw. See *Special* *Rules for Strike Techniques* for more.

### Special Rules for Strike Techniques

If a Weapon Technique replaces an Attack Roll with a Saving Throw, it is called a Strike Technique, and their use the following rules:

**Target**

The Target of the Saving Throw must have been a viable Target for the original Attack, unless the Technique specifically states otherwise.

**Saving Throw DC**

Weapon Technique Saving Throw DC = 8 + Proficiency Bonus + Ability Modifier used for Attacks with that Weapon

All Strike Techniques give Characters the option to make a Strength or Dexterity Saving Throw (their Choice) to prevent the effect. This reflects how Characters may reasonably use either of these Abilities to defend themselves.

**Cover**

If a Target would have had Cover against the Attack, they may add the Bonus Granted by the Cover to the result of their Saving Throw.

**Advantage and Disadvantage**

If the Attack would have had Disadvantage against the Target, the Target has Advantage on their Saving Throw.

If the Attack would have had Advantage against the Target, the Target has Disadvantage on the Saving Throw.

**No Longer an Attack**

* When a Weapon Technique changes an Attack Roll into a Saving Throw, it no longer qualifies as an Attack for features which require an Attack.
	+ For example, effects which are triggered by an Attack which are not triggered by a Saving Throw might include the Trickster's Sneak Attack or the additional Damage caused by Spells such as Hunter's Mark or Hex.
* You may not modify a Weapon Technique's Saving Throw with effects and features which modify Attacks beyond the examples described above.

**Choosing to Fail**

* In some cases a Character may wish to fail their Saving Throw against a Strike Technique (e.g. to be moved by the Grasping Strike Weapon Technique to a safer position on the battlefield).
* In such cases the Character may choose to automatically fail their Saving Throw, and the Attacker may in turn choose to forgo the Damaging effects of this Weapon Technique.

## Special Thanks

I would like to make a note of thanks to commentators and reviewers of Historic European Martial Arts in the Development of these Weapon Techniques. Of particular note are the insights provided in the works of Skallagrim: https://www.youtube.com/@Skallagrim

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode