TEXT: BEYOND 
  DAMAGE 
  DICE
  James Haeck
  
  2
  Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design.
  Product Identity:  The following items are hereby identified as Product Identity, as defined in the Open 
  Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, 
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  characters, artwork, sidebars, and trade dress. (Elements that have previously been designated as Open 
  Game Content are not included in this declaration.)
  Open Game Content: The Open content in this book includes the new weapon statistics. No other portion 
  of this work may be reproduced in any form without permission.
  © 2016 Open Design
  www.koboldpress.com
  Design: James J. Haeck
  Additional Design: Wolfgang Baur
  Editing: Scott Gable
  Cover Art: Felipe Gaona
  Interior Art: Marc Radle
  Art Director & Graphic Design: Marc Radle
  Publisher: Wolfgang Baur
  Credits
  BEYOND 
  DAMAGE DICE
  
  3
  INTRODUCTION
  A weapon is more than the damage it deals. In combat, 
  skilled warriors use their weapons to confuse, disorient, 
  and disadvantage their enemies before moving in for the 
  kill. Beyond Damage Dice offers unique maneuvers for 
  specific weapons from both the core Fifth Edition rules 
  and the Midgard Campaign Setting, giving them a distinct 
  impact on the battlefield. 
  Unless specified otherwise, any of the maneuvers in this 
  document can be used by any character as long as they 
  are wielding the appropriate weapon and are proficient 
  with it. If a maneuver requires a creature to make a saving 
  throw, the DC equals 8 + the attacker’s proficiency bonus 
  + the attacker’s Strength or Dexterity modifier (attacker’s 
  choice). Unless specified, these maneuvers have only their 
  listed effect and don’t deal normal weapon damage.
  Statistics for seven new weapons presented here can be 
  found on the table at the end of this document.
  SWORDS
  Greatsword
  Arcing Slash. When you attack with a greatsword, you may 
  choose to target two creatures within your reach with 
  a single attack. This attack uses the same attack roll for 
  both targets and deals slashing damage equal to 1d6 plus 
  your Strength modifier to each target.
  Grinding Halt. Whenever you must make a 
  Strength saving throw to avoid being moved 
  against your will, you can dig the blade of your 
  greatsword into the ground as a reaction. Roll 
  2d6 and add the number rolled to the saving 
  throw. If the effect pushing you does not 
  have a saving throw, you move 5 feet fewer.
  Longsword
  Lock Blades. When a creature attacks you with a 
  weapon, you may use your reaction to attempt 
  to lock blades and parry their attack. Make 
  an attack roll with your longsword. You have 
  advantage on this roll if you are wielding your 
  longsword with two hands. If the result of this 
  roll equals or exceeds their attack roll, their 
  attack misses.
  Short Draw. As an attack, you may draw a sheathed 
  one-handed sword and make an attack roll to 
  strike the enemy with its pommel, leaving the 
  target gasping for breath. This attack deals no 
  damage, but the next attack roll made against the 
  target has advantage. You must have at least one 
  hand free to take this action.
  Rapier
  Main Gauche. While wielding both a rapier and a dagger, 
  you may use a reaction after being attacked to roll a d4 
  and add the result to your Armor Class until the end of 
  the attacker’s turn.
  Lock Blades. When a creature attacks you with a weapon, 
  you may use your reaction to make an attack roll with 
  your rapier. If the result of this roll equals or exceeds 
  their attack roll, their attack misses.
  Scimitar
  Bloody Wound. When you hit a living creature 
  with a scimitar, you can choose to make 
  a superficial but bloody wound. The attack 
  deals no damage, but the target takes 1d6 
  slashing damage at the beginning of each of its 
  turns until it makes a DC 10 Wisdom (Medicine) 
  check as an action to stop the bleeding or until 
  it receives magical healing. A creature can have 
  only one bloody wound at a time.
  Short Draw. As an attack, you may draw a sheathed 
  one-handed sword and make an attack roll to 
  strike the enemy with its pommel, leaving the 
  target gasping for breath. This attack deals no 
  damage, but the next attack roll made against 
  the target has advantage. You must have at least 
  one hand free to take this action.
  Shortsword
  Close Quarters Combat. When you successfully grapple 
  a creature or escape a grapple, you may make a single 
  attack with a short sword as a bonus action. Additionally, 
  whenever a creature fails to escape a grapple with you, 
  you may make a single attack with a short sword as a 
  reaction.
  Short Draw. As an attack, you may draw a sheathed one-
  handed sword and make an attack roll to strike the 
  enemy with its pommel, leaving the target gasping for 
  breath. This attack deals no damage, but the next attack 
  roll made against the target has advantage. You must 
  have at least one hand free to take this action.
  POLEARMS AND AXES
  Battleaxe
  Crushing Blow. As an action, you can make a single attack 
  roll with your battleaxe against an armored or naturally 
  armored creature within 5 feet of you. If the attack hits, 
  the target’s AC is permanently reduced by 1 until its 
  armor is repaired, but cannot be reduced below 10 + the 
  target’s Dexterity modifier. This attack has no effect on 
  creatures with magical armor, unless your battleaxe is 
  also magical.
  
  4
  Glaive
  Disarming Parry. When a creature attacks you 
  with a weapon, you may use your reaction 
  to catch their weapon in your glaive’s hook 
  and disarm them. Make an attack roll with 
  your glaive. If the result of this roll equals or 
  exceeds their attack roll, their attack misses 
  and they must succeed on a Strength saving 
  throw or drop their weapon.
  Trip. As an attack while you are wielding a 
  glaive, you may sweep your opponent’s legs in 
  an attempt to trip them. Make an attack roll 
  against a Large or smaller creature. If the attack 
  hits, it must succeed on a Strength saving throw or 
  fall prone.
  Halberd
  Rebuff. As an attack while you are wielding a halberd, 
  you may use the haft of your weapon to rebuff up 
  to two adjacent creatures. Make a single attack roll 
  against one or two adjacent creatures within 5 feet 
  of you. If the attack hits a target, you push it up to 10 
  feet away from you.
  Trip. As an attack while you are wielding a halberd, you 
  may sweep your opponent’s legs in an attempt to trip 
  them. Make an attack roll against a Large or smaller 
  creature. If the attack hits, it must succeed on a 
  Strength saving throw or fall prone.
  Lance
  Charge. If you move at least 20 feet straight toward 
  a creature before hitting it with a lance attack, the 
  target takes an extra 1d12 piercing damage and must 
  make a Strength saving throw. On a failure, the 
  target falls prone.
  Repel Charge. As an action, you can set your lance 
  against a charge. If a creature moves at least 20 feet 
  straight toward you and attacks you, you may use 
  your reaction to make an attack with your lance. 
  If this attack hits, it is an automatic critical hit and 
  the target must make a Strength saving throw. On 
  a failure, it falls prone and falls off its mount if it is 
  mounted.
  Pike
  As it is a polearm, a pike-wielder always has access to the 
  disarming parry and trip maneuvers (see “Glaive”). 
  Phalanx. If you are adjacent to at least two other 
  pike-wielders, your pike attacks have advantage. 
  Repel Charge. As an action, you can set your pike against 
  a charge. If a creature moves at least 20 feet straight 
  toward you and attacks you, you may use your reaction 
  to make an attack with your pike before the attacker 
  makes its attack roll. If your attack hits, it is an 
  automatic critical hit, and the target has disadvantage on 
  its attack roll. 
  Quarterstaff
  Vault. You can use your quarterstaff to help you leap long 
  distances. You can use an action to double the length of 
  your long jump, allowing you to leap a number of feet 
  up to twice your Strength score (this jump is part of your 
  movement). If you land adjacent to a creature at the 
  end of this jump, you can make a single attack with your 
  quarterstaff as part of this action.
  Trident
  Pin. As an action, make an attack roll against a Medium 
  creature you are grappling. If the attack hits, you catch 
  one of the target’s limbs between the tines and bury the 
  trident in the ground, restraining the creature until the 
  weapon is dislodged. The target may make a Strength or 
  Dexterity saving throw (their choice) at the end of each 
  of their turns to escape.
  Disarming Parry. When a creature attacks you with a 
  weapon, you may use your reaction to catch their weapon 
  in your trident’s tines and disarm them. Make an attack 
  roll with your trident. If the result of this roll equals or 
  exceeds their attack roll, their attack misses and they 
  must succeed on a Strength saving throw or drop their 
  weapon.
  Other Polearms
  Whether you’re wielding a fauchard, ranseur, or 
  Bohemian earspoon, you can always use the disarming 
  parry and trip maneuvers (see “Glaive”).
  HAMMERS AND 
  BLUDGEONS
  Club
  Improvised Clobber. If you are using an improvised weapon 
  that counts as a club, you may choose to strike with such 
  force that your weapon breaks. As an action, make a 
  single club attack. On a hit, this attack is an automatic 
  critical hit and your improvised club breaks. 
  Blackjack. Make a single attack roll with your club against 
  a humanoid target. If the attack hits, it does no damage, 
  but the target must make a Constitution saving throw or 
  be stunned until the beginning of its next turn. 
  Flail
  Chain Garrote. While wielding a flail, you may attempt 
  to grapple a creature by looping the chain of your 
  flail around its neck. While grappled in this way, the 
  
  5
  creature cannot speak, cannot breathe, and 
  has disadvantage on attack rolls against 
  you. If you surprised the creature with 
  this grapple, it cannot hold its breath 
  and immediately begins suffocating. 
  Creatures that you cannot grapple or do 
  not need to breathe are unaffected by 
  this maneuver.
  Shield Snare. As an action while wielding 
  a flail, you may make a single attack 
  roll against a target carrying a shield 
  or a similar defensive tool. This 
  attack ignores any bonus to AC 
  granted by the shield and deals 
  normal weapon damage. If the 
  attack hits, the target must also make a Strength saving 
  throw. On a failure, its shield is pulled from its grip and 
  lands at its feet.
  Greatclub
  Hurling Impact. As an action, you can make a single attack 
  roll with your greatclub against a Medium or smaller 
  target. If the attack hits, it does normal weapon damage 
  and the target must make a Strength saving throw. On a 
  failure, the target is pushed up to 5 feet away from you. 
  On a critical hit, this attack does 2d8 extra damage and 
  the greatclub breaks.
  Ribshatter. Make a single attack roll with your 
  greatclub against a humanoid target. This attack does 
  normal weapon damage and the target must make a 
  Constitution saving throw. On a failure, it is stunned 
  until the beginning of its next turn. If the damage you 
  dealt was greater than the creature’s maximum hit dice, 
  it is stunned until the end of its next turn. 
  Mace and Morningstar
  Bruising Blow. As an action, make a 
  single attack roll with your mace or 
  morningstar against a living creature. 
  If the attack hits, it deals normal weapon 
  damage and the target must make a 
  Constitution saving throw. On a failure, the 
  target does not add its Dexterity modifier to 
  its AC until the end of your next turn or until 
  it is treated with a DC 10 Wisdom (Medicine) 
  check.
  Ribshatter. Make a single attack roll with your 
  mace or morningstar against a humanoid 
  target. This attack does normal weapon 
  damage and the target must make a 
  Constitution saving throw. On a failure, it is 
  stunned until the beginning of its next turn. 
  If the damage you dealt was greater than the 
  creature’s maximum hit dice, it is stunned 
  until the end of its next turn. 
  Maul
  Crushing Blow. As an action, you can make a single attack 
  roll with your maul against an armored or naturally 
  armored creature. If the attack hits, the target’s AC is 
  permanently reduced by 1 until its armor is repaired, but 
  it cannot be reduced below 10 + the target’s Dexterity 
  modifier. This attack has no effect on creatures with 
  magical armor unless your maul is also magical.
  Hurling Impact. As an action, you can make a single attack 
  roll with your maul against a Medium or smaller 
  target. If the attack hits, it does normal weapon 
  damage, and the target must make a Strength 
  saving throw. On a failure, the 
  target is pushed up to 
  15 feet away from you.
  War Pick
  Piercing Point. As an action, you may pinpoint a 
  weak point of an opponent’s armor and make a 
  single attack with your war pick against it. This 
  attack pierces armor, treating the target’s AC as 
  10 + their Dexterity modifier. On a hit, this attack 
  does normal weapon damage.
  Trip. As an attack while you are wielding a war 
  pick, you may hook your opponent’s leg in an 
  attempt to trip them. Make an attack roll against 
  a Medium or Small creature. If the attack hits, it 
  must succeed on a Strength saving throw or fall 
  prone.
  Warhammer
  Bruising Blow. As an action, make a single attack 
  roll with your warhammer against a living 
  creature. If the attack hits, it deals normal 
  weapon damage, and the target must make 
  a Constitution saving throw. On a failure, 
  the target does not add its Dexterity modifier to its AC 
  until the end of your next turn or until it is treated with a 
  DC 10 Wisdom (Medicine) check.
  Sundering Strike. As an attack, make an attack roll with 
  your warhammer against a creature wielding a weapon, 
  including natural weapons. If the attack hits, the weapon 
  is damaged, and all attacks made with this weapon have 
  disadvantage. Another sundering strike destroys the 
  weapon. This attack has no effect on magical weapons 
  unless your warhammer is also magical.
  Whip
  Bullwhip. As part of your attack action, make a whip attack 
  against a beast or a creature with an Intelligence score of 
  2 or lower. The target must make a Wisdom saving throw 
  or be frightened of you until the end of its next turn.
  Snare. As part of your attack action, you may snap your 
  whip around a creature or its weapon. If you target the 
  
  6
  weapon, the creature must make a Strength saving throw 
  or drop its weapon at its feet. If you target the creature, 
  it must make a Strength saving throw or be restrained. 
  It may repeat this saving throw at the end of each of its 
  turns. You cannot make whip attacks until the restrained 
  condition is ended.
  THROWN WEAPONS
  Dagger
  These maneuvers can also be used with 
  dagger-like bladed throwing weapons such as 
  shuriken or kunai.
  Pinning Point. When you make a melee or ranged 
  weapon attack with a dagger, you may attempt to 
  pin a Large or smaller creature to a wall or surface 
  by catching their clothing with the knife’s point. 
  This maneuver can be used against creatures 
  without clothing at the GM’s discretion. Make 
  an attack roll; if the attack hits, the target must 
  make a Strength saving throw. On a failure, the 
  target’s speed is reduced to zero until the dagger 
  is removed. The target can make another Strength 
  saving throw as an action on its turn.
  Concealed Blade. Instead of making a Dexterity (Stealth) 
  check to hide yourself, you may make a Dexterity (Sleight 
  of Hand) check—contested by an active or passive 
  Wisdom (Perception) check—to conceal your dagger. 
  As an action, you may make a weapon attack with a 
  concealed dagger against a creature that has not yet acted 
  in combat. This attack has advantage.
  Handaxe
  Pinning Edge. When you make a melee or 
  ranged weapon attack with a hand axe, 
  you may attempt to pin a Large or smaller 
  creature to a wall or surface by catching 
  their clothing with the axe’s edge. This 
  maneuver can be used against creatures 
  without clothing at the GM’s discretion. 
  Make an attack roll; if the attack hits, the 
  target must make a Strength saving throw. On 
  a failure, the target’s speed is reduced to zero 
  until the axe is removed. The target can make 
  another Strength saving throw as an action on 
  its turn.
  Javelin
  Fearsome Accuracy. As an attack, you may throw your 
  javelin at a creature at the very limit of your range. 
  Make an attack roll against a creature exactly 120 feet 
  away. If the attack hits, the creature takes normal damage 
  and must make a Wisdom saving throw. On a failure, the 
  creature becomes frightened of you for 1 minute.
  Trip. As a melee weapon attack while you are wielding 
  a javelin, you may sweep your opponent’s legs in an 
  attempt to trip them. Make an attack roll against a Large 
  or smaller creature. If the attack hits, it must succeed on 
  a Strength saving throw or fall prone.
  Light Hammer
  Dazing Blow. As an action, you may make a 
  single ranged weapon attack with a light 
  hammer. If the attack hits, the target 
  must make a Constitution saving throw or 
  be incapacitated until the end of its next turn.
  Sunder Joints. When you make a melee weapon 
  attack against a creature in medium or heavy 
  armor with a light hammer, you may choose 
  to damage the joints of their armor instead of 
  dealing damage to the creature. If the attack 
  hits, the creature’s movement is reduced by 
  10 feet until the end of their next turn. This 
  reduction is not cumulative.
  Net
  Nets have the unique property, Ensnaring, 
  described below.
  Ensnaring: A Large or smaller creature hit by a net 
  is restrained until it is freed. A net has no effect on 
  creatures that are formless, or creatures that are Huge 
  or larger. A creature can use its action to make a DC 10 
  Strength check, freeing itself or another creature within 
  its reach on a success. Dealing 5 slashing damage to the 
  net (AC 10) also frees the creature without harming it, 
  ending the effect and destroying the net.
  Blinding Binds. Instead of restraining your foe, you may 
  instead wrap the thick cords of your net around a single 
  creature’s head. A Large or smaller creature hit by a 
  net when you use this maneuver is blinded but is not 
  restrained, until the net is removed.
  Wing-Wrapping Net. Instead of restraining a flying 
  creature, you may entangle its wings in your net. A Huge 
  or smaller winged creature hit by a net when you use 
  this maneuver has its fly speed reduced to 0 (but is not 
  restrained) until the net is removed.
  RANGED WEAPONS
  Blowgun
  A blowgun has no specific maneuvers to use in combat, 
  but a character with a poisoner’s kit (50 gp) can spend a 
  short rest creating one of the following simple poisons. 
  Applying a poison to a blowgun dart is a bonus action, and 
  each vial of poison has 10 uses before it must be created 
  again. A poison’s effects are in addition to the 1 piercing 
  damage dealt by a blow dart.
  
  7
  Deathtoad Toxin. A creature hit by a dart coated with this 
  poison must make a DC 10 Constitution saving throw. 
  On a failure, it takes 2d6 poison damage.  
  Chuul Ichor. A creature hit by a dart coated with this poison 
  must make a DC 10 Constitution saving throw. On a 
  failure, it is paralyzed until the beginning of its next turn.
  Svirfneblin Wooziness Tonic. A creature hit by a dart coated 
  with this poison must make a DC 10 Constitution 
  saving throw. On a failure, it is poisoned until the end of 
  its next turn.
  Composite Bow
  The composite bow’s unique construction gives it an 
  incredibly heavy draw, making it usable only by the 
  strongest archers. Characters with Strength 14 or lower 
  have disadvantage on attacks made with a composite bow.
  Power Shot. When you make an attack with a composite 
  bow, you may take a penalty on your attack roll equal to 
  your Strength modifier. This penalty must be applied 
  before the roll is made. If the attack hits, it deals 
  additional damage equal to twice your Strength modifier.
  Staggering Shot. As an action while wielding a composite 
  bow, you may make a single ranged weapon attack. If 
  this attack hits, the enemy takes full weapon damage and 
  must make a Constitution saving throw. On a failure, 
  the target’s speed is reduced to 0 until the end of its next 
  turn.
  Heavy Crossbow and Light Crossbow
  In campaign settings with firearms, these maneuvers can 
  also be used by a character who wields a rifle.
  Shrapnel Shot. As an action, make a single attack with your 
  crossbow against an unattended object. The attack deals 
  double damage to the target. If the object is destroyed, 
  it explodes into a cloud of shrapnel. Choose one of the 
  following options:
  • Creatures within 5 feet of the object must make a 
  Dexterity saving throw, taking 1d6 piercing damage 
  on a failure.
  • A creature adjacent to the object must make a 
  Constitution saving throw. On a failure, the creature 
  is blinded until the beginning of your next turn.
  Patient Shot. You carefully align your crossbow’s sights 
  over your target. As an action in a turn that you have not 
  moved, you may make a single  
  crossbow attack with advantage.
  Hand Crossbow
  In campaign settings with firearms, these maneuvers can 
  also be used by a character who wields a pistol.
  Concealed Sidearm. Instead of making a Dexterity (Stealth) 
  check to hide yourself, you may make a Dexterity (Sleight 
  of Hand) check—contested by an active or passive 
  Wisdom (Perception) check—to conceal your hand 
  crossbow. As an action, you may make a weapon attack 
  with a concealed crossbow against a creature that has not 
  yet acted in combat. This attack has advantage.
  Rapid Shot. You rapidly reload your hand crossbow, 
  throwing off your aim but allowing you to make an 
  additional attack this turn. As a bonus action, you 
  may reload your hand crossbow and make an attack 
  with it against a target within 30 feet. This attack has 
  disadvantage.
  Longbow and Shortbow
  Pinning Shot. When you make an attack with a bow, you 
  may attempt to pin a Large or smaller creature to a wall 
  or surface by catching their clothing with the arrow’s 
  point. This maneuver can be used against creatures 
  without clothing at the GM’s discretion. Make an attack 
  roll; if the attack hits, the target must make a Strength 
  saving throw. On a failure, the target’s speed is reduced 
  to 0 until the arrow is removed. The target can make 
  another Strength saving throw as an action on its turn.
  Distracting Shot. As an action, make a single attack with 
  your bow. You intentionally miss your target but give an 
  ally the chance to attack while it is distracted. The next 
  attack roll against the target has advantage if it is made 
  before the beginning of the target’s next turn.
  Trick Shot. As an action, make a single stylish bow attack 
  with disadvantage. If the lower roll would also hit the 
  target, you automatically score a critical hit.
  Sling
  Underdog Strike. As an action, you may make a single 
  ranged weapon attack with your sling against a creature 
  at least 1 size category larger than you. This attack deals 
  normal weapon damage, and an extra 1d4 bludgeoning 
  damage per size category difference. 
  Headcrack. As an action, you may make a single ranged 
  weapon attack with your sling. If the attack hits, the 
  target must make a Constitution saving  
  throw or be stunned until the beginning  
  of its next turn. 
  
  8
  MIDGARD WEAPONS
  Dwarven Tijino
  The tijino poleaxe bears a long axe blade in 
  front, with a long, looping backhook designed 
  to unhorse riders. The tijino poleaxe has 
  reach. You can strike opponents 10 feet 
  away with it, but you cannot use it 
  against an adjacent foe. As a polearm, 
  tijino wielders can also use the 
  disarming parry and trip maneuvers (see 
  “Glaive”).
  Unmount. As an action while wielding 
  a tijino, you may make a single attack 
  against a mounted creature. If the 
  attack hits, the target must make a 
  Strength saving throw. On a failure, the target 
  is dismounted and falls prone.
  Nordmansch Greataxe
  The nordmansch greataxe likely originated with 
  the foresters and lumberjacks of the Ordenn 
  forest, who found a  way of making axe heads they 
  continue to keep secret. The nordmansch make more 
  axes than their woodsmen actually need.
  The nordmansch greataxe is a two-handed weapon built 
  to sunder other weapons. Its edge is hardened especially 
  for this purpose, and its haft is likewise set with trapping 
  prongs to catch and hold a foe’s weapon. At the GM’s 
  discretion, typical greataxes may also use the sundering 
  strike maneuver.
  Sundering Strike. As part of the attack action, make 
  a single attack roll with your nordmansch against a 
  creature wielding a weapon, including natural weapons. 
  If the attack hits, the weapon is damaged, and all attacks 
  made with this weapon have disadvantage. Another 
  sundering strike destroys the weapon. This attack has no 
  effect on magical weapons, unless your nordmansch is 
  also magical.
  Disarming Parry. When a creature attacks you with a 
  weapon, you may use your reaction to catch their weapon 
  in your nordmansch’s prongs and disarm them. Make an 
  attack roll with your nordmansch. If the result of this roll 
  equals or exceeds their attack roll, their attack misses, 
  and they must succeed on a Strength saving throw or 
  drop their weapon.
  Northlands Estoc
  A hand-and-a-half sword designed to pierce 
  heavy armor and sharpened only on the tip, an 
  estoc is 4 feet long, sometimes with a second 
  crossguard. It is said to have been used first by 
  the knights of Vael Turog and Balinor against 
  the elves, but now is used by dwarven 
  mercenaries and human knights who 
  expect to fight other heavily armored 
  warriors. Its anti-armor properties make 
  it popular with monster hunters and dragon 
  slayers as well. Sometimes called the “tuck.”
  The estoc also has the following special property.
  Special: The estoc deals an additional 1d6 
  damage to creatures wearing heavy armor, or 
  naturally armored creatures with an AC of 16 
  or higher. 
  Armor-Piercing Thrust. As an action, you may 
  pinpoint a weak point of an opponent’s 
  armor and make a single attack with your 
  estoc against it. This attack pierces armor, 
  treating the target’s AC as 10 + their Dexterity 
  modifier. On a hit, this attack does normal 
  weapon damage, and does not deal the 
  additional damage granted by the estoc’s 
  special property (above). 
  Blunted Bash. Instead of dealing piercing 
  damage, you can choose to deal bludgeoning 
  damage by striking the target with the estoc’s 
  unsharpened blade. This attack’s damage die is 
  one size smaller than normal (1d4 if one-handed, 1d6 if 
  two-handed), and cannot benefit from the estoc’s special 
  property (below).
  Rothenian Poniard
  This longsword has a spring-loaded poniard concealed 
  in the hilt, which quickly extends when the hilt is gripped 
  in a particular way. It is particularly beloved by rogues, as 
  the concealed blade helps them sneak attack opponents 
  already locked in combat. Kariv of a crueler bent have been 
  known to poison the secondary blade.
  Thanks to its hidden blade, the Rothenian poniard has 
  the following special ability:
  Special: The larger blade is a versatile weapon, and the 
  secondary blade is a light weapon. You may make an 
  attack with the secondary blade as bonus action, as if 
  you were two-weapon fighting. Retracting the poniard 
  requires an action.
  Hidden Poniard. If the poniard is still concealed within 
  your sword’s hilt, you may make a Dexterity (Sleight 
  of Hand) check opposed by a target creature’s Wisdom 
  (Perception) check. If you win this contest, you may 
  make a single attack roll with the concealed poniard 
  against that target. This attack has advantage.
  
  9
  SOUTHLANDS 
  WEAPONS
  Dikama (Fang Blade)
  First crafted by the bronzesmiths of the Lion Kingdom of 
  Omphaya, the wicked dikama fang blade is shaped like a 
  serrated, oversized lion’s tooth.
  Bloody Wound. When you hit a living creature with a 
  dikama, you can choose to make a superficial but bloody 
  wound. The attack deals no damage, but the target takes 
  1d6 slashing damage at the beginning of each of its turns 
  until it or another creature makes a DC 10 Wisdom 
  (Medicine) check as an action to stop the bleeding or 
  until it receives magical healing.
  Serrated Twist. When you deal damage to a living creature 
  with a dikama (not including damage from the Bloody 
  Wound maneuver), you may twist the serrated blade as 
  a bonus action. The creature must make a Constitution 
  saving throw or take 2d4 slashing damage.
  Nurian Hook
  A Nurian hook is a 1-foot-long square shaft that ends in a 
  bronze hook with an arrow-shaped point at the pommel. 
  Embalmers and butchers use it to hang up corpses.
  Disarming Parry. When a creature attacks you with a 
  weapon, you may use your reaction to catch their 
  weapon in your hook and disarm them. Make an attack 
  roll with your Nurian hook. If the result of this roll 
  equals or exceeds their attack roll, their attack misses 
  and they must succeed on a Strength saving throw or 
  drop their weapon.
  Trip. As an attack while you are wielding a Nurian hook, 
  you may catch your opponent’s leg in an attempt to trip 
  them. Make an attack roll against a Medium or smaller 
  creature. If the attack hits, it must succeed on a Strength 
  saving throw or fall prone.
  Scorpion Stiletto
  Politics in the Mharoti Empire are a battlefield, 
  and not all wars there are won with words. The 
  scorpion stiletto appears as an ornate, ceremonial 
  knife, but its beauty distracts from the deadly 
  poison secreted within—the venom of the 
  Mharoti emerald scorpion. Though this knife 
  originated in the Dragon Empire, it is now 
  wielded by assassins and cutthroat politicians 
  throughout Midgard and the Southlands.
  Other than the two properties described 
  below, the only difference between a standard 
  dagger and a scorpion stiletto is price. The stiletto 
  is a specialized assassination tool, so no one can 
  just walk into a shop and buy one. A purchaser 
  must either find a disreputable merchant who'll 
  sell one under the table or a disreputable smith 
  who'll make one to order. In either case, the price 
  must be negotiated. Any maneuver that can be used 
  with a dagger can also be used with a scorpion stiletto.
  Concealed Blade. Instead of making a Dexterity (Stealth) 
  check to hide yourself, you may make a Dexterity 
  (Sleight of Hand) check—contested by an active or 
  passive Wisdom (Perception) check—to conceal your 
  stiletto. As an action, you may make a weapon attack 
  with a concealed dagger against a creature that has not 
  yet acted in combat. This attack has advantage.
  Release Venom. A vial of venom can be loaded into the 
  handle of this stiletto. As a bonus action, you can press 
  the jewel on the dagger’s pommel to release the venom 
  into a groove on the blade. Any type of injury poison 
  can be loaded into the stiletto’s hidden chamber, but the 
  most common is emerald scorpion venom.
  Emerald Scorpion Venom (Injury). A creature 
  subjected to this poison must make a DC 16 
  Constitution saving throw at the beginning of each of 
  its turns, taking 24 (7d6) poison damage on a failed 
  saving throw, or half as much on a successful one. 
  This poison lasts until the target succeeds on three 
  saving throws or is magically cured.
  NEW WEAPONS
  Name 
  Cost 
  Damage 
  Weight 
  Properties
  SIMPLE MELEE WEAPONS
  Nurian Hook 
  6 gp 
  1d6 piercing 
  6 lb. 
  Finesse, Light
  Stiletto  
  See text 
  1d4 piercing 
  1 lb. 
  Finesse, light, thrown (range 20/60)
  MARTIAL MELEE WEAPONS
  Dikama 
  10 gp 
  1d4 slashing 
  3 lb. 
  Light
  Dwarven Tijino 
  25 gp 
  2d4 piercing 
  12 lb. 
  Heavy, reach, two-handed
  Nordmansch Greataxe 
  50 gp 
  1d12 slashing 
  8 lb. 
  Heavy, two-handed
  Northlands Estoc 
  40 gp 
  1d6 piercing 
  3 lb. 
  Special, versatile (1d8)
  Rothenian Poniard 
  100 gp 
  1d8 piercing/1d4 piercing 
  4 lb. 
  Special, versatile (1d10)
  MARTIAL RANGED WEAPONS
  Composite Bow 
  100 gp 
  1d12 piercing 
  8 lb. 
  Ammunition (range 150/600), heavy, 
  special, two-handed
  
  10
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   System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. 
  Cordell, Chris Sims, and Steve Townshend, based on original material by 
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   Beyond Damage Dice © 2016 Open Design; Author: James J. Haeck.
  OPEN GAME LICENSE Version 1.0a
  
  AN ADVENTURE 
  ON EVERY PAGE
  Tome of Beasts brings more than 400 new foes  
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  ...and much more! These monsters are ready to  
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  Flip to any page in the Tome of Beasts and you’ll  
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  Available now from www.KoboldPress.com  
  and better game stores everywhere!
  ©2016 Open Design. Kobold Press logo is a trademark 
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