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Martial Echoes

Not entirely magical, but certainly not mundane, these special techniques must be inlaid into a weapon before they may be used. In order to use a martial echo, one must be proficient in the use of weapons of the weapon group that martial echo is for (for example, a character is proficient in light blades, but not curved blades. That character may still use a scimitar, which falls into both categories, but a martial echo that is only for curved blades would not be usable by this character).

  • You may use a martial echo once for free each combat. To use it additional times, you must pay the listed HP and/or FP cost. You may spend an action, so long as you do not use your bonus action to cast a spell or use an offensive ability, to regain all your uses of martial echoes.
  • Attaching a martial echo to a weapon requires a short rest. (applying the whetstone to the weapon to transfer it? Can transfer back in the same manner). A weapon may have a single martial echo applied to it at a time.

Common

Blocking – Shield

Passive: While you have your shield readied, you may reduce any bludgeoning, piercing, or slashing damage you take by 2.
Active: (1 FP)

As a reaction, you may increase the shield bonus provided by this shield by +4.

Dancing Blade – Daggers

Passive: If you are proficient in performance (dance), you may use your charisma modifier for attack and damage rolls with this weapon.
Active: (2 FP)

On a successful hit with this weapon, you may make a second attack with it. If this second attack is also successful, it deals 2d6 points of damage, plus your charisma modifier. This damage is of the same type as the weapon's normal damage.

Earthstomp – Axes, Clubs, Hammers

Passive: If you do not move on a turn you have this weapon readied, you may roll your weapon's damage dice and apply half the result to your strength saving throws until you move (willingly or not).
Active: (2 FP)

As an action, you may deal bludgeoning damage to all creatures within 5 feet of you equal to 1d4 + your strength modifier. A successful strength saving throw negates this damage. Creatures damaged by this ability are pushed 5 feet directly away from you.

Endure – Axes, Clubs, Hammers

Passive: While you have this weapon readied, you may reduce any cold, fire, or poison damage you take by 2.
Active: (2 FP)

As a bonus action, you may shout to gain temporary hit points equal to 1d10 plus your strength bonus. If this weapon has a magical bonus to attack rolls, you may also add that bonus to the amount of temporary hit points gained. For 3 rounds, your movement cannot be affected by difficult terrain, and you gain advantage on saving throws to avoid forced movement.

Snapshot – Bows, Crossbows, Thrown

Passive: You do not suffer disadvantage on your attack rolls with this weapon when threatened in melee range.
Active: (1 FP)

You may assume a stance as a bonus action, allowing you to make an attack with this weapon as a reaction against a target that moves within 30 feet of you.

Whipleash – Whips

Passive: On your turn, you may increase the reach of your whip by +5ft.
Active: (1 FP)

(on a successful attack with a whip, may choose to wrap it around a large or smaller creature. The target can't move more than 10ft away from you, and is treated as grappled, though its speed is not reduced. It may attempt escape as if from a grapple. You cannot use the whip for other purposes while leashing a creature, but you may drop it as normal, releasing the target when doing so.)

Wind Cutter – Curved Blades, Fans, Long Blades

Passive: You may choose to deal slashing damage instead of the weapon's normal damage type when attacking with this weapon.
Active: (2 FP)

As an attack, you may make a melee attack against a target you can see with a range of 30 feet. This attack uses the same ability as your weapon, and deals 2d6 points of slashing damage.

Uncommon

Blade of Blood – Curved Blades, Daggers, Fans, Short blades, Long Blades

Passive: On a successful attack with this weapon, you gain 2 temporary hit points.
Active: (1 FP)

As an attack, you may deal 1d6 points of damage to yourself (this damage bypasses any temporary hit points you may have) to increase the range of your attack by +10ft, and the damage it deals by +2d6. When using this martial echo, you may use your constitution modifier for the attack and damage rolls in place of your normal ability modifier. If the self-damage roll is a 5 or 6, this martial echo does not cost FP.

Cooperative Blade – Longblades

Passive: If you have the dual-wielder feat, you may choose to add a +1 bonus to your choice of your attack roll with this weapon or to your armor class until the start of your next turn.
Active: (4 FP)

As a bonus action, you may release this weapon to float around you for a number of rounds equal to your proficiency bonus. Whenever you make an attack, this weapon also makes an attack against the same target, using your proficiency bonus. If you use your charisma modifier for this weapon's attack and damage rolls, this weapon also uses it for its attack and damage when floating in this manner, otherwise, it does not use any of your ability scores.

Crab Claw – Axes, Fans, Hammers, Unarmed, Polearms

Passive: This weapon deals +1 lightning damage; against a soaked target, this increases to +1d4.
Active: (3 FP)

When making the attack action, you may create and attack with a crab claw made from lightning in place of a single attack as a melee weapon with the finesse, heavy, and reach properties. This claw deals 1d8 bludgeoning damage plus Pd6 points of lightning damage, and the target is grappled until the start of your next turn. // If you have extra attack and make two or more attacks on your turn with the crab claw, you automatically succeed on the second attack if your target is grappled by your first attack.

Fading Cut – Curved Blades, Daggers

Passive: When you use the Withdraw action, you may increase your speed by +5ft. If you have no movement left, you instead increase your speed by +10 ft.
Active: (1 FP)

As a bonus action after you attack with this weapon, you may use the withdraw action to move directly away from your target and attempt to hide.

Ghostly Riposte – Longblades, Thrusting

Passive: This weapon counts as magical for the purposes of overcoming damage resistance.
Active: (2 FP)

As a bonus action, you may call forth a ghostly copy of this weapon. Once, as a reaction within the next 3 turns, you may make an melee attack with a range of 30 feet against a creature that moves toward you, consuming this ghostly copy. On a hit, this attack deals damage as normal for the weapon, but is force damage instead of the weapon's normal damage type, and the target's speed is reduced by 10 feet until the start of its next turn.

Rare

Brilliance – Hammers, Polearms, Spears

Passive: This weapon deals +1 radiant damage, and you may use your wisdom modifier for attack and damage rolls with this weapon.
Active: (??)

As an attack, you may release a wave of light from your weapon, enshrouding it in holy energy afterward. Creatures within a 10ft radius burst around you take 3d8 radiant damage, or half as much damage on a successful constitution saving throw. For 3 rounds afterward, this weapon deals +1d6 points of radiant damage on a hit.

Legendary

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Page last modified on March 19, 2023, at 11:10 PM