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Weapon actions: Difference between revisions

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[[Category:Actions]]
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'''Weapon Actions''' are a type of [[Action]] granted to a character based on the type of weapon they are wielding. For example, bladed weapons such as [[Longswords]] will typically grant the [[Lacerate]] weapon action.
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| description = Weapon actions are special attacks or actions tied to specific weapon classes or individual weapons.
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These actions are only usable once per [[Short Rest]] and are special in some way, normally able to do bonus damage, hit multiple targets, debilitate foes, or move the character.
'''Weapon actions''' are [[action]]s 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 {{SAI|Lacerate}}, {{SAI|Rush Attack}}, and {{SAI|Pommel Strike}} actions. Additionally, many special weapons have unique weapon actions on top of the ones granted by the weapon type.


In order to gain access to the Weapon Actions from a weapon, a creature must have [[Proficiency]] in that weapon type and have it equipped in the main hand or both hands (off-hand weapons do not grant Weapon Actions).
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.


The [[Difficulty Class]] (or DC) for Saving Throws against Weapon Actions is calculated similarly to [[Spells|Spellcasting DC]] - except for two differences: firstly, the [[Spells#Spellcasting Ability and Proficiency|Spellcasting Ability Modifier]] is replaced with the [[Ability Modifier]] of either Strength or Dexterity, whichever is higher and secondly; each Weapon Action can grant its own inherent bonus DC that isn't listed anywhere,<!-- LARIAN! --> but most frequently it's +2. To express all this mathematically:
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 [[Spells#Spell save|spell save DC]] except for two differences: First, the [[Spells#Spellcasting ability|spellcasting ability modifier]] is replaced with the [[Abilities#Ability score modifier|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,<!-- LARIAN! --> but most frequently it's +2. To express all this mathematically:


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Weapon Action DC = 8 + [[Proficiency Bonus]] + [[Strength|Strength]] or [[Dexterity|Dexterity]] modifier + [[Weapon Actions#Melee Weapons|Inherent Weapon Action Bonus DC]]
Weapon Action DC = 8 + [[proficiency bonus]] + [[Strength]] or [[Dexterity]] modifier + inherent weapon action bonus DC
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Certain Weapon Action instead uses '''Hybrid DC'''<!-- LARIAN! -->, which allows a user to either use their [[Spells|Spellcasting DC]] or Weapon Action DC with a +2 bonus, whichever is higher.
Certain weapon action instead use '''Hybrid DC'''<!-- LARIAN! --> 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 players proficiency bonus to their DC, leading to an overall lower DC after Proficiency Bonus increases at level 5. This was changed to the above formula after patch 5.
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.


== Overview of Weapon Actions ==
== Basic weapon actions ==
 
The following weapon actions are granted by different weapon types. All weapons in given category will have the specified weapon actions.
=== Melee Weapons ===
=== Basic melee weapon actions ===
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=== Ranged Weapons ===
=== Basic ranged weapon actions ===
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=== Special actions ===
== Unique weapon actions ==


The following weapon actions are available only on specific weapons.
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.


====Melee weapons====
=== Unique melee weapon actions ===
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! Weapon action
! Weapon action
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====Ranged weapons====
=== Unique ranged weapon actions ===
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!Weapon action
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====NPC-exclusive weapons====
=== 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.
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.
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== Conditions Inflicted by Weapon Actions ==
== Conditions inflicted by weapon actions ==
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| Ally {{SmallIcon|Help Action Icon.png}} [[Help]]
| Ally {{SmallIcon|Help Action Icon.png}} [[Help]]
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[[Category:Actions]]

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