Techniques

Techniques are special moves and attacks that can be used when making an attack.


 * You must decide to use a technique before making the attack roll
 * To use a technique the attack must be a weapon or unarmed attack that is made with the attack action.
 * On a hit the attack's damage is reduced by 10, and if the damage is reduced to 0 the technique fails
 * After a technique has been used you must wait for a new opportunity. You can roll a d12 at the start of your turn, regaining the use of techiques on a 10 or higher
 * Called Shots require the target to have the appropriate anatomy, such as wings or eyes

Called Shots
Attacks that target a specific spot and inflict temporary conditions.

Called Shot: Eyes
The target is blinded until the end of its next turn

Called Shot: Head
The target has disadvantage on the next saving throw it makes until the start of its next turn.

Called Shot: Throat
The target cannot make noise, preventing speaking and verbal components, until the start of your next turn.

Called Shot: Arms
The damage the target's next attack deals is halved.

Called Shot: Legs
The target's walking speed is halved until the end of its next turn.

Called Shot: Wings
The target's flying speed using its wings is halved and it must descend an amount equal to the lost speed at the start of its turn if it is flying. Lasts until the start of your next turn.

Weapon Techniques
Attacks that require a specific type of weapon to be used.

Cleave
Requires a heavy weapon.

A swing that hits adjacent enemies, each of which must be within your weapon's reach and adjacent to each other. The targets must succeed on a Dexterity saving throw or take damage equal to your Strength score, taking half on a success.

The DC is 8 + your proficiency bonus + your Str modifier.

Pinpoint
Requires a finesse weapon.

The attack ignores the target's armor and shield bonuses to their AC, treating their AC as if it was 10+Dex unless the target has natural armor or unarmored defense.

Redirect
Requires a light weapon.

If the attack misses you can immediately make an additional attack with that same weapon.

Grip Change
Requires a versatile weapon.

Target cannot use reactions until the start of your next turn.

Commit
Requires a throwing weapon.

The range of the attack is increased to double the long range of the weapon and the range does not impose disadvantage. This technique does not reduce the damage of the attack by 10.